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CENOB1TE - Onslaught

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Topic Starter
69653863
please MODs
HanzeR
mod
kds pls
Topic Starter
69653863

HanzeR wrote:

mod considering ppl have been pointing such issue I think I should actually do something about it but eh I'm too lazy so no fix
kds pls
mod not helpful so no kd!??!?!?!??!? thank
Musty
This is concerning the hardest difficulty. It's mostly suggestions:
00:53:735 (4,5,6,7,8,9,10) - it doesn't feel obvious while playing for me but i think it's alright?
01:20:306 (3,4,1) - 01:21:163 (3,4,1) - 01:27:163 (3,4,1) - this is not fun to play because the music actually seems to be have a fast paced rhythm which is stable here, so it feels like you have to go faster because the map is like that and it's not really fun to play to be honest
02:28:163 (4) - put the note a bit slightly lower because it feels like its as close as the previous one
03:15:449 (1,1,1,1,2,1,2,1,1,1,1,1,2,1,2,1) - This is uber creative but i don't like that kind of stuff which is pretty surprising while playing sightread.


everything else on the difficulty is absolutely perfect i love this one so much
Topic Starter
69653863
Thanks a lot for the mod, gonna check and reply it in a few days!
Birdy

inverness wrote:

Thanks a lot for the mod, gonna check and reply it in a few days!
>6 days
>no reply
>ellelelell!?!?!??!
Topic Starter
69653863
whoop !
now i remember
the thank snb

Musty's

Musty wrote:

This is concerning the hardest difficulty. It's mostly suggestions:
00:53:735 (4,5,6,7,8,9,10) - it doesn't feel obvious while playing for me but i think it's alright? Yeah, suggested by nold and I quite liked it.
01:20:306 (3,4,1) - 01:21:163 (3,4,1) - 01:27:163 (3,4,1) - this is not fun to play because the music actually seems to be have a fast paced rhythm which is stable here, so it feels like you have to go faster because the map is like that and it's not really fun to play to be honest but everyone else liked it ;__; i prefer to keep it for now
02:28:163 (4) - put the note a bit slightly lower because it feels like its as close as the previous one fixed for Ends since i don't think it's a big deal
03:15:449 (1,1,1,1,2,1,2,1,1,1,1,1,2,1,2,1) - This is uber creative but i don't like that kind of stuff which is pretty surprising while playing sightread. just hanzer being hanzer B) jokes aside he liked it so no change,,,


everything else on the difficulty is absolutely perfect i love this one so much

Thanks for the mod!
snb is now a bat so i sense a bubble coming on
nice!!!!! now you can't deny it
Topic Starter
69653863
snb why didn't u bubble it already i'm SOBBING atm
wendao
sobbing automatic teller machine
iiyo
Wub wub Wowwwww wha wha whaa
Avena
bubble woo

IRC Mod
13:54 Priti: yo cumnog
13:54 inverness: do eet
13:54 inverness: opening client rn
13:54 *Priti is editing [http://osu.ppy.sh/b/436574 CENOB1TE - Onslaught [apoplexy_]]
13:55 Priti: 00:49:306 (4) - nc
13:55 Priti: 00:59:163 (5) - nc
13:55 Priti: actually nvm the second one
13:56 inverness: sec
13:56 Priti: spec me when u can
13:59 Priti: WOW NEW PATTERNS
14:00 inverness: where
14:00 inverness: i don't remember changing much except from nold's mod
14:00 Priti: HanzeR isn't even on beat.
14:00 inverness: ahaHAH
14:01 Priti: /np
14:01 inverness: i'm still amazed by hanzer's part until now
14:01 *Priti is editing [http://osu.ppy.sh/b/436574 CENOB1TE - Onslaught [apoplexy_]]
14:01 Priti: ok first thing on all of the set
14:01 Priti: Colors r annoying me
14:01 Priti: two vewy similiar colors in a row
14:01 Priti: change the order plox
14:01 inverness: sure
14:01 Priti: 02:33:020 (1) - no reason for this to be a slowdown
14:02 Priti: 02:35:378 (4) - you could do without this beat
14:02 inverness: wait
14:02 Priti: wait no
14:03 inverness: color 3 & 4?
14:03 Priti: 02:43:735 (4,5,6,7,8) - ????????????????????
14:03 Priti: yes
14:03 inverness: i didn't noticed it was this bad
14:03 Priti: it's terrible
14:03 inverness: what the fuck was that
14:03 inverness: i don't remember that
14:03 Priti: 02:47:163 (1) - sliderwhistle
14:03 inverness: wait wait wait im following
14:04 Priti: k i'll stop
14:04 Priti: i'm at charles' part so it's not like I'll find anything
14:04 inverness: 02:33:020 (1) - reasonable slowdown for me
14:04 inverness: i don't understand why it has to be 3/4 though
14:05 inverness: but i'll let it be this way for now
14:05 inverness: 02:35:378 (4) - what do you mean by without beats here?
14:05 Priti: nvm that one
14:05 Priti: But
14:05 Priti: I don't know, it's just strange eff
14:06 Priti: something about that stream doesn't feel right
14:06 Priti: 02:37:735 (1) - normal whistle with soft hitnormal on head?
14:06 inverness: it's just a regular stream with a bit of speedup at last triplet
14:06 inverness: sure sure
14:07 Priti: it feels strange
14:07 Priti: 03:05:163 (1) - Okay, I got a swaggy idea for this
14:07 Priti: 03:05:592 - 100% Volume Drum Sample green line
14:07 inverness: 02:47:163 (1) - no sliderwhistle, just like my part's
14:07 Priti: 03:05:663 - 94% soft
14:08 inverness: 02:37:735 (1) - i prefer this part empty just like mine's
14:08 inverness: also not replied = applied
14:09 Priti: 03:09:449 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,1,1,2) - The problem with this
14:09 Priti: is that the rest of the parts follow the melody for the triples and not the drums
14:09 Priti: so it feels really off here
14:09 inverness: the drum sample thing is nice
14:09 inverness: applied
14:09 inverness: tis pattern LOL
14:10 Priti: 03:15:449 (1,1,1) - 03:16:306 (1,1,1) - These are HP killers
14:10 Priti: It's hell to hit 1/12 sliders that aren't repeats
14:10 Priti: the hit window is WAY too small, they fucking drain you out so easily if you 100 em
14:10 Priti: make em 1/6
14:11 inverness: the hanzer pattern will need to be reconsidered with himself later, i'll do that
14:11 Priti: 03:15:878 (1,2,1,2,1) - 03:16:735 (1,2,1,2,1) - equal impact all along, no reason for spacing changes.
14:11 inverness: wtf 1/12? i thought hanzer nerfed this into 1/8 alrady
14:11 Priti: 03:18:306 (1,1) - maek it jumpier
14:11 inverness: use 1/8 or 1/6?
14:12 Priti: http://osu.ppy.sh/ss/2926973 :3
14:12 Priti: 1/6
14:12 Priti: 03:12:878 (2) - nc
14:12 Priti: 03:12:449 (1) - rnc
14:13 inverness: it was jumpier before until charles told him to nerf it
14:13 inverness: so, ye
14:13 Priti: but it's the ending of the map????
14:14 Priti: also it's sliders lol
14:14 inverness: it was total kill before
14:14 inverness: with this, not so much
14:14 inverness: ok nc and rnc
14:15 inverness: ok not rnc
14:15 inverness: anything else? i suddenly have to brb
14:15 Priti: not that I can see
14:15 Priti: update the set please
14:15 Priti: WITH COMBO COLOR CHANGE
14:15 inverness: sure sure
14:15 inverness: LOL

Changes:
  1. Modifications to the Extra to make it play better
  2. Pattern fix on Easy
  3. Difficulty spike fix & NC fixes on Hard
  4. Combo colors
  5. Unsnapped note on Insane
  6. Increased OD on two highest diffs.
@Next BN: Please check the NCs carefully, I might have missed some inconsistencies.

@Next BN and QATs: AIBat says there are unsnapped green lines, they're actually all on 1/12 snap, it's fine.
quiz-chan_DELETED
Broccoly
01:09:592 (2,4,6) - each note ctrl + g feels better to play. Currently 01:10:163 (6,1) - this feels very uncomfortable to hit (I would also recommend reducing the distance just a little bit)
Bearizm
69th goml

Rank this already!
Birdy
Just a few things here before it's ready to go.

[general_]
The ending spinner could start at the same point in all diffs (kyversible-insane and normal are inconsistent with the other three).
The widescreen support should probably be unticked in the diffs that don't have SB.
Slightly concerned about the hard/insane gap, but we'll see how it goes.

[easy_]
03:02:592 (3,4) - The DS. The. Rotate (4,5) by 25-40 degrees, snap to an appropriate distance and we're good.

[normal_]
AR +0,5.
00:34:306 (1,2,3,4,1) - Move just a little bit down to avoid touching with the HP bar.
03:00:592 (4,5) - ^

[hard_]
00:44:592 (3) - NC.
01:24:020 (5) - ^

[insane_]


[apofluxus_]
*green check symboleE*

Poke (preferably via THElegram) when you've updated this and let's get the party started.
e
wendao

Static Noise Bird wrote:

Just a few things here before it's ready to go.

[general_]
The ending spinner could start at the same point in all diffs (kyversible-insane and normal are inconsistent with the other three). fixed

[normal_]
AR +0,5. ok
00:34:306 (1,2,3,4,1) - Move just a little bit down to avoid touching with the HP bar. remapped a bit
03:00:592 (4,5) - ^ ^
extra note for internet inverness:

change wendao to wendao2000 and add Harez to the tags thanck
Topic Starter
69653863
lmao. lmao!

Static Noise Bird wrote:

Just a few things here before it's ready to go.

[general_]
The ending spinner could start at the same point in all diffs (kyversible-insane and normal are inconsistent with the other three).
The widescreen support should probably be unticked in the diffs that don't have SB. it's actually intentional to left them all ticked
Slightly concerned about the hard/insane gap, but we'll see how it goes. only qats gets concerned by diff spread :^)

[easy_]
03:02:592 (3,4) - The DS. The. Rotate (4,5) by 25-40 degrees, snap to an appropriate distance and we're good. The.

[hard_]
00:44:592 (3) - NC.
01:24:020 (5) - ^ done both

[insane_]
inverness [✓]

[apofluxus_]
(✓?_?)✓

Poke (preferably via THElegram) when you've updated this and let's get the party started.
e

also nazi-nerfing here and there, shouldn't be much
also fixed broccoli's suggestion somehow
ok LET'S GO SNICKARBON
wendao
dont download, need to fix something smz
Shiranai
Dangdutstep😂😂
It seems will be qualified in few hours
wendao
http://puu.sh/gWcxa.zip hope this is the latest one
Topic Starter
69653863
OKAY UPDATEDy
wendao
NEED RANK pLS RANK
Birdy
The.
Taskmaster
woo_
ac8129464363
The.
Ulysses
woo_
hehe
The.
quiz-chan_DELETED
woo_
wendao
The.
Timorisu
woo_
Topic Starter
69653863
The.
Mystia
woo_
Bearizm
The.
Constantine
woo_
byfar
ghandis
quiz-chan_DELETED
you're byfar the worst, for breaking the combo
Birdy

byfar wrote:

ghandis
gh.
Eagle_Peak
gh

ghfjhhshshaaadddssssf é
Charles445
This sounds 10 ms early right now
Prolly needs online offset set
Topic Starter
69653863
for real? i thought mine was perfect already
Birdy
Fairly sure it can be adjusted without an unrank though, don't worry. Also I thought it's perfect too.
Charles445
Yeah offsets are set online so no worries.
Aleks719
Hello, sorry about that, but after long discussions was decided to dq this map for reason below:

Easy

01:08:592 (1,2) - this kind of stacks is not appropriate for beginner's difficulties
02:44:592 (1,2) - same pattern, same reason



Overall, diff has many stacks, multiple SVs, high AR and sliders with 2 reverses. It's harder than usually, but i can't say it's overdone. Diff is fine, but sadly we can't say "let it go" to those slider stacks.
Topic Starter
69653863
i am sorry beginners even though most of you can read it without any problems i had to change it because qats seemingly can't

fixed
hehe
100 post hi  mom
Topic Starter
69653863
on hold, update incoming for kyversible insane
edit: done
10nya

inverness wrote:

i am sorry beginners even though most of you can read it without any problems i had to change it because qats seemingly can't

fixed
i found this funny sorry not sorry
Kyouren
Dangdutstep? I think is many dubstep~ :3
Irreversible
02:44:592 (6) - you forgot the NC on easy here
wendao
http://puu.sh/h630d.zip

quick update, added 1 inherited point on 02:45:306 - to stop sllider-slidewhistle noise
quiz-chan_DELETED
what is taking so long??
Shiguri
requalify please <3
Topic Starter
69653863
all set
ready to go
wendao
RIP in peace
Birdy
Die in death.

I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
PatZar
rip
quiz-chan_DELETED

Static Noise Bird wrote:

Die in death.

I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
i always knew BAT/BN/QAT system sucks..
wendao
who doesn't
Ritzeh

Static Noise Bird wrote:

Die in death.

I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
"muh BN score couldn't take it"

Stop using your ego as a BN as an excuse to not requalify and to make sure the map is ready for rank.
wendao
lol

just lol
Birdy

Ritzeh wrote:

Static Noise Bird wrote:

Die in death.

I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
"muh BN score couldn't take it"

Stop using your ego as a BN as an excuse to not requalify and to make sure the map is ready for rank.
I mean I'd hate to lose my position because of unnecessary unranks like this one, but apparently it's so difficult for you to understand that the "you can't fuck up, whether it's up to you or up to others"-system works like every other system, for example in real life. It's a shame, but when you have to choose between two options - probably fucking up again on the old task because of the other "co-workers" are still there or moving on to tasks where the risk is smaller in case other co-workers are assigned to do that task with (or in this case after) you - I'd rather choose the one which less likely gets me fired.

I'm not here to start fights, I'm just here to apparently point out the most obvious.
Topic Starter
69653863
ranking system is p much fucked up nowadays and im sure snb has a valid reasoning behind it (or at least he knows what to do). im not a bn for myself and i had no idea about how things work anyway so i'll just leave it to him
quiz-chan_DELETED
it's easiest to bring all BNs and QATs under one's control.

have you tried that inv?
Birdy
Checked easy and kyversible_insane and I'll say it's ready to go.

Fuck you Ritzeh fucking dickhole.

Lizzy wrote:

it's easiest to bring all BNs and QATs under one's control.

have you tried that inv?
Pretty sure it's up to the orange named people, and they don't want BNs in "the team" as far as I know. I mean sure that'd be more efficient, but when the hell has Loctav ever made sense anyway?
Secretpipe
Then it should be good to go~

EDIT : poke me later in the day I'll be able to rank. fuck the limit :(
wendao
thank you
Topic Starter
69653863
THANK

bahamete wrote:

please don't unqual
Secretpipe
Alright ranked!
wendao
thank you™
Birdy
nice™
Bearizm
nice™
Time-
nice™
Thelma
dANK™
Taskmaster
dANK™
quiz-chan_DELETED
woo_
Kyubey
Wow, these 1/6 jumps like http://osu.ppy.sh/ss/3043059 look pretty hard.
Bearizm

Kyubey wrote:

Wow, these 1/6 jumps like http://osu.ppy.sh/ss/3043059 look pretty hard.
that pattern though, pretty sick.
Euny
awww regratz.
Flask
You'd probably need wendao instead of wendao2000 in tags o3o You can summon QATs to do that for you if it's necessary

Congratz inv lel
wendao
but I'd prefer wendao2000 instead of wendao

sorry
Charles445
no disqualifyerino plzerino
etc because dubstep
Myxo
After internal discussion, we decided to disqualify this mapset over the following concerns.

[apoplexy_]

All of the issues below apply to the first part of the collab, mapped by inverness.

Some of the rhythms need improvement in terms of circle-slider composition, as they don't reflect the song's rhythm well. For example, 00:51:449 (1,2,3,4) - would make more sense like this: http://puu.sh/hrEG1/491fbcdb6c.jpg as the two beats emphasized by the song here, 00:51:878 and 00:52:163 -, would both be clickable then. It will make the pattern play more intuitively.
Other examples:
00:53:163 (1,2,3,4) -
00:58:306 (1,2,3,4) -
01:05:163 (1,2,3,4) -

01:20:306 (3,4,1) - While these kind of 1/4 jumps are generally a nice and challenging gimmick, some of them happen to not play very smoothly due to weird transitions, which makes them unpleasant to play. Examples would be:
01:28:020 (3,4,1) -
01:21:163 (3,4,1) -

[Normal]

Be careful with short multiple-repeat sliders. As they are very short, players of this level are not able to read when the slider will end. Therefore, the patterns involving them need to have simple, easily readable placement, that doesn't involve going back over the slidertrack, stacking or anything similar. Examples:
01:21:735 (5,1) -
02:43:735 (6,1) -

Additionally, there are some tiny spacing errors in this difficulty, sometimes caused by stacking, that make objects touch each other slightly although they are not supposed to, which should be fixed to avoid confusion and to make the map more polished. Examples:
00:53:163 (1,2) -
01:30:878 (4,5) -

Sorry that it took so long. We wish you the best of luck with your mapset!
Yoeri
[kyversible-insane_]
02:10:306 (1,2,3,4,5,1,2,3,4,5,6) - That sound is a constant 4/6, not 3/4 3/4 2/4, so all these objects need to be snapped to a purple line in 1/6 (or 1/3).
Love

Desperate-kun wrote:

01:20:306 (3,4,1) - While these kind of 1/4 jumps are generally a nice and challenging gimmick, some of them happen to not play very smoothly due to weird transitions, which makes them unpleasant to play. Examples would be:
01:28:020 (3,4,1) -
01:21:163 (3,4,1) -
Just for clarification/agreement on this, would be better placed as such (basically stacking the single notes on the start of the next slider):
01:20:306 (3,4,1) - http://puu.sh/hrLJ7/c085222fa4.png
01:21:163 (3,4,1) - http://puu.sh/hrLNC/3116c5453c.png
01:28:020 (3,4,1) - http://puu.sh/hrLVE/972b04b98b.png
and the missed one 01:27:163 (3,4,1) - http://puu.sh/hrLZM/1b151921a5.png

There are other ones later on but this should just explain it easier.
Myxo

Yoeri wrote:

[kyversible-insane_]
02:10:306 (1,2,3,4,5,1,2,3,4,5,6) - That sound is a constant 4/6, not 3/4 3/4 2/4, so all these objects need to be snapped to a purple line in 1/6 (or 1/3).
Nope, the current rhythm is correct.
Timorisu
*drumroll*

And the award for the most subjective unrank goes tooooo
ComfyWolf
This song seems very hard to map. Congrats on getting ranked twice but I think it's kinda the song's fault for being so complex and unorthodox. :lol:
Topic Starter
69653863
honestly i had no idea how far had the ranking or qualifying system had become and how things work so i'll just let it flow i guess

DQ

Desperate-kun wrote:

After internal discussion, we decided to disqualify this mapset over the following concerns.

[apoplexy_]

All of the issues below apply to the first part of the collab, mapped by inverness.

Some of the rhythms need improvement in terms of circle-slider composition, as they don't reflect the song's rhythm well. For example, 00:51:449 (1,2,3,4) - would make more sense like this: http://puu.sh/hrEG1/491fbcdb6c.jpg as the two beats emphasized by the song here, 00:51:878 and 00:52:163 -, would both be clickable then. It will make the pattern play more intuitively.
Other examples:
00:53:163 (1,2,3,4) -
00:58:306 (1,2,3,4) -
01:05:163 (1,2,3,4) -

i don't really see your point between bad song reflection (or whatever you call it) with the patterns themselves. judging from your suggestion, is it because the sliders didn't start on white ticks or something? also for the emphasis beats you stated, if those are really emphasis, you missed 00:51:735 - which basically sounds the same like the emphasis beats as you stated. therefore, it's not really an emphasis, at least for me. my patterns worked out well, considering everyone didn't really see them as much of an issue.

01:20:306 (3,4,1) - While these kind of 1/4 jumps are generally a nice and challenging gimmick, some of them happen to not play very smoothly due to weird transitions, which makes them unpleasant to play. Examples would be:
01:28:020 (3,4,1) -
01:21:163 (3,4,1) -

these are not 1/4 lol
please enlighten me on what you said by "weird transition" and "unpleasant gameplay" because again, nobody (including me) had any problems whatsoever with it


[Normal]

Be careful with short multiple-repeat sliders. As they are very short, players of this level are not able to read when the slider will end. Therefore, the patterns involving them need to have simple, easily readable placement, that doesn't involve going back over the slidertrack, stacking or anything similar. Examples:
01:21:735 (5,1) -
02:43:735 (6,1) -

Additionally, there are some tiny spacing errors in this difficulty, sometimes caused by stacking, that make objects touch each other slightly although they are not supposed to, which should be fixed to avoid confusion and to make the map more polished. Examples:
00:53:163 (1,2) -
01:30:878 (4,5) -

Sorry that it took so long. We wish you the best of luck with your mapset!

waiting for wendao to look over his parts
oh and some patterns on normal somehow lost a bit of the hitsounds, i'll handle that

bu,per: yeah the wubs are snapped onto 1/4 like desperate kun said
FencerTJ
BNs can't make up their minds of when to qualify a map?
Thelma
because they're to "cool"
Myxo
@inverness

Sorry, yes ofc they are snapped to 1/6, not to 1/4 (the ones mentioned in the disqualification reason).
wendao
masih di sekolah gw... :^(

sorry for the disqualification
quiz-chan_DELETED
you can't be serious

EDIT: it appears like it's never too late to give feedback... and boooy, i think it really does need some. lol i could have actually mapped a diff by now.

SPOILER
Yes, I might just have about 1000pp, but that doesn't mean I can't play this diff. I've played it up to here with not many problems and found it surprisingly comfortable to play. I happen to have just about enough playing experience to be able to give my gameplay-based opinion about this map. And if I've seen correctly the past half year, ranking maps is based on how well they play, correct? Well, at least allow me to contribute to this.

02:26:878 (2,1) - This is painful to play. What I'd do is a triple on a slider instead. Something like this maybe. If necessary, increase spacing from (3) to (4) and accordingly to next (1).
02:28:592 (5,1) - This is even more painful.. ow it hurts. I see your thought why it's not just a five-objects stream but instead ending with a slider, because you can hear that sound in the music as well. The problem is, you need to hold the cursor on the slider since it's facing left, but the next object is on the right side. It'll be a lot better to make a blanket out of it, like this.
02:32:592 (1,2,3,1) - Liked this pattern! cool job!
02:34:592 (2,1) - Questionable spacing... I'm not gonna say anything about it other than it's questionable since it's still sort of playable.
02:35:163 (1,2,3,4,1,2,3,4,5,1) - I dislike the spacing here and the direction the stream is leading. 02:34:735 (1,2) - These objects suggest cursor movement towards the lower center of the playfield. If that stream were to be Ctrl G'd and accordingly spaced, it'd go down in the twinkling of an eye. I'd make it less curved as well, in that case. It's quite playable nonetheless, but I'm on about the looks instead.
02:36:735 (2,1) - I would have preferred a triple leading into (1).
02:40:306 (1) - I do not see reason at all why this shouldn't be a circle. It's just making the pattern more complicated than it has to be. Explain please?
02:40:735 (1,2,3) - This looks, feels and plays out of place. The distance from (2) to (3) is truly exaggerated in comparison to the combo before and in my opinion is not justified.
02:41:592 (1,2,3,4,5,6) - I find this pattern extra-ordinarily bad since it's deliberately inversely arranged, facing in one direction and having a triple at the end where the pattern started, with the SAME time gap between the objects. I would have instead applied a triangle structure, leaving the player to less complicated jump, like this.
02:42:878 (1,1) - This is antijumping at its finest... not. This is completely counter-intuitive to the player's anticipation and looks bad.
02:42:306 (7,1,2,3,1) - Doesn't play well for me either. Don't know about others, I'm solely sure about myself.
02:46:306 (1,2,3,4,1) - The triple is facing a different way than the general flow is (next pattern).
02:46:735 (1,2,3,1) - The flow issue from before results here in troubling gameplay as the cursor is required to move precisely here.
02:49:592 (3) - I would have loved to see this as a circle instead. And tbh I don't see reason why this shouldn't be a circle. I see more reason against making it a slider, since it's pausing cursor movement, however briefly.
02:50:163 (1,2,3,4,1,2,1,2,1,2) - Neat idea here, though!
02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
02:58:306 (1,1) - I dislike playing this pattern due to the second slider ending waaay somewhere else, as in, not anywhere near the next slider start.
02:59:163 (1,2,3) - TBH, Ctrl G on this plays better imo.
03:01:735 (1,1,1,2,3,4,5,1,2,3,4,5,1,2,3) - Wonderful pattern! =^-^=

Also liked how uncomplicatedly Hanzer's part went down, nice job overall on the diff!
wendao
applied all

http://puu.sh/htHvd.zip

Charles445 wrote:

This sounds 10 ms early right now
Prolly needs online offset set
checked with TimingAnalyzer by statementreply

seems like +7 is the best
Avishay
Please note that all of my suggestions are parts that I don't feel are enjoyable to play.

01:19:735 (1,2,3,4,1) - The relatively small SV just makes this kinda, meh. But the non-logical 1/6 jump just ruined it for me. It feels really really awkward and anti-intuitive, the spacing here makes no sense, I'd understand if 4 was stacked on 1 since it would be more intuitive to play (same goes for the same pattern in later parts of this kiai)

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points?

01:24:592 (1) - A slider really ruins it, I am not sure how to describe the sound the slider lands on, but the sound is the same both on slider head and tail. Two circles or two shorter sliders would feel so much better and satisfying to play.

01:31:735 (1,2,3) - It's cool and yeah, but I don't think it is enjoyable in the current spacing and 1/6 gaps.

01:38:020 (2,3) - 1/6 sliders will play much better, how can you not want to press on the WUBS rather then have the slider end on them?

I agree with most of what Lizzy mentioned but pointing it twice is pointless, I love this map a lot, hopefully I can help to make it even more enjoyable.

Good luck!
wendao

Avishay wrote:

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points?
go try Taiko sometime (even with Auto mod)
Topic Starter
69653863
will reply as soon as i get back home
Thank.
Topic Starter
69653863
considering most of the guest on collab is p inactive i'd take a look over them as well (except CHARLEs) and i'll try to approach every suggestion in the closest way possible to their mapping style (kinda)

LIZZy

Lizzy wrote:

you can't be serious same

EDIT: it appears like it's never too late to give feedback... and boooy, i think it really does need some. lol i could have actually mapped a diff by now.

SPOILER
Yes, I might just have about 1000pp, but that doesn't mean I can't play this diff. I've played it up to here with not many problems and found it surprisingly comfortable to play. I happen to have just about enough playing experience to be able to give my gameplay-based opinion about this map. And if I've seen correctly the past half year, ranking maps is based on how well they play, correct? Well, at least allow me to contribute to this.

02:26:878 (2,1) - This is painful to play. What I'd do is a triple on a slider instead. Something like this maybe. If necessary, increase spacing from (3) to (4) and accordingly to next (1). it's actually very fun to play ; _;
02:28:592 (5,1) - This is even more painful.. ow it hurts. I see your thought why it's not just a five-objects stream but instead ending with a slider, because you can hear that sound in the music as well. The problem is, you need to hold the cursor on the slider since it's facing left, but the next object is on the right side. It'll be a lot better to make a blanket out of it, like this. ends probably treating it like the previous beat but with some added emphasis or something like that
02:32:592 (1,2,3,1) - Liked this pattern! cool job! TANK
02:34:592 (2,1) - Questionable spacing... I'm not gonna say anything about it other than it's questionable since it's still sort of playable. tuned down a bit
02:35:163 (1,2,3,4,1,2,3,4,5,1) - I dislike the spacing here and the direction the stream is leading. 02:34:735 (1,2) - These objects suggest cursor movement towards the lower center of the playfield. If that stream were to be Ctrl G'd and accordingly spaced, it'd go down in the twinkling of an eye. I'd make it less curved as well, in that case. It's quite playable nonetheless, but I'm on about the looks instead. it's ok THO
02:36:735 (2,1) - I would have preferred a triple leading into (1). ends seemingly map these kind of beat this way so i'd just leave it as it is
02:40:306 (1) - I do not see reason at all why this shouldn't be a circle. It's just making the pattern more complicated than it has to be. Explain please? i think it's like, there's this steep pitch change here and the slider kinda accompanies that w/e
02:40:735 (1,2,3) - This looks, feels and plays out of place. The distance from (2) to (3) is truly exaggerated in comparison to the combo before and in my opinion is not justified. pattern emphasis?
02:41:592 (1,2,3,4,5,6) - I find this pattern extra-ordinarily bad since it's deliberately inversely arranged, facing in one direction and having a triple at the end where the pattern started, with the SAME time gap between the objects. I would have instead applied a triangle structure, leaving the player to less complicated jump, like this. loool idk this is like the default way winber maps
02:42:878 (1,1) - This is antijumping at its finest... not. This is completely counter-intuitive to the player's anticipation and looks bad. maybe he's trying to map a less jumpy pattern or something?!??! either way i'm not sure how to tweak this out without changing the flow entirely
02:42:306 (7,1,2,3,1) - Doesn't play well for me either. Don't know about others, I'm solely sure about myself. idk lmao
02:46:306 (1,2,3,4,1) - The triple is facing a different way than the general flow is (next pattern). back & forth flow style
02:46:735 (1,2,3,1) - The flow issue from before results here in troubling gameplay as the cursor is required to move precisely here. the slider is there to normalize movement i think!??!? hence slow sv
02:49:592 (3) - I would have loved to see this as a circle instead. And tbh I don't see reason why this shouldn't be a circle. I see more reason against making it a slider, since it's pausing cursor movement, however briefly. i would tweak it but sadly i see no way to recreate the whole pattern without destroying the current flow ;___;
02:50:163 (1,2,3,4,1,2,1,2,1,2) - Neat idea here, though! same
02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
02:58:306 (1,1) - I dislike playing this pattern due to the second slider ending waaay somewhere else, as in, not anywhere near the next slider start.
02:59:163 (1,2,3) - TBH, Ctrl G on this plays better imo.
03:01:735 (1,1,1,2,3,4,5,1,2,3,4,5,1,2,3) - Wonderful pattern! =^-^= same

Also liked how uncomplicatedly Hanzer's part went down, nice job overall on the diff!

Avishay
Please note that all of my suggestions are parts that I don't feel are enjoyable to play.

01:19:735 (1,2,3,4,1) - The relatively small SV just makes this kinda, meh. But the non-logical 1/6 jump just ruined it for me. It feels really really awkward and anti-intuitive, the spacing here makes no sense, I'd understand if 4 was stacked on 1 since it would be more intuitive to play (same goes for the same pattern in later parts of this kiai) visually, it is small but play-wise it's pretty balanced for me

01:24:020 (5,6,1) - Not really gameplay related, but all of 3 slider tails have unnecessary inherited points? my habit of normalizing every non1.0sv sliders on their tails lol

01:24:592 (1) - A slider really ruins it, I am not sure how to describe the sound the slider lands on, but the sound is the same both on slider head and tail. Two circles or two shorter sliders would feel so much better and satisfying to play. that's actually a good idea

01:31:735 (1,2,3) - It's cool and yeah, but I don't think it is enjoyable in the current spacing and 1/6 gaps. but i liked it ;_;

01:38:020 (2,3) - 1/6 sliders will play much better, how can you not want to press on the WUBS rather then have the slider end on them? trying to keep consistency with most of my patterns and 1/6 sliders are way too much of an emphasis here

I agree with most of what Lizzy mentioned but pointing it twice is pointless, I love this map a lot, hopefully I can help to make it even more enjoyable.

Good luck!

TANK u guys
updated wendao's diff and collab
waiting for charles
Topic Starter
69653863
shit doublepost
wendao
eh ness jangan lupa diff gw udah ditambah +7 ms (pls revert if you think it's wrong)

in case you didn't notice it


I'm going to fix something

4th EDIT:

http://puu.sh/hv50b.zip reverted offset | added some inherited points
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