this map + HR = probably pp farm map
try to "farm" it nomod - it's not gonna happen :pMomoPrecil wrote:
this map + HR = probably pp farm map
F1r3tar wrote:
_index + HR = 600+ pp rain
AR8 PleaseJenny wrote:
We may be back to old standards, boys :p
the song has a huge contrast on these (as for a majority of the kiaitime guitar solo since it's very distorted), which is why there are new combos put onto them (rather than the usual 4/1 combo length in most other parts of the song/map) - if I mapped them as one smooth motion, this contrast would not be part of the play since a new combo on it's own does not impact gameplay (except for the HP restoration)Rickput wrote:
grid != playfield - until like 5 grids (size 3) out of the grid, you're usually entirely fine to the top/bottom (mind the top left, bottom center and top-very-right because of interface conflicts - not like those were unavoidable these days anyway)Rickput wrote:
also where's the fine line drawn for the "slider outside of map" policy?
making the spacing contrast like this makes it so that the player has to alter their playing style (large spacing + low angle -> small spacing + sharp angle, also into the opposite horizontal direction), which is why I went for that here: it gives a stronger snap and demands more focus - also, it provides additional contrast, both visually and gameplaywise, for the next combo. keeping large spacing for all of these notes without exception would make it feel much more repetitiveRickput wrote:
02:52:849 (3,1) - really close together compared to the directly former notes, consider increasing DS
I do understand the purpose of offesetting the combos, but the spacing and angle of the offsets are incredibly awkward for play, especially when there's not even a 1-note pause between the combos.Jenny wrote:
the song has a huge contrast on these (as for a majority of the kiaitime guitar solo since it's very distorted), which is why there are new combos put onto them (rather than the usual 4/1 combo length in most other parts of the song/map) - if I mapped them as one smooth motion, this contrast would not be part of the play since a new combo on it's own does not impact gameplay (except for the HP restoration)
This actually clears some things up for me - i couldn't find a clear answer to this policy until now.Jenny wrote:
grid != playfield - until like 5 grids (size 3) out of the grid, you're usually entirely fine to the top/bottom (mind the top left, bottom center and top-very-right because of interface conflicts - not like those were unavoidable these days anyway)
I still feel it'd be better with either a larger spacing, or have a couple of the other notes also have a small spacing so there's at least a pattern going. Having just one seemingly random note with a small spacing looks funny - this could go down to personal preference, but I doubt I'm the only one who thinks so. Would be better if the music had any cue to suddenly switch to the small spacing, but there's not much to call for that.Jenny wrote:
making the spacing contrast like this makes it so that the player has to alter their playing style (large spacing + low angle -> small spacing + sharp angle, also into the opposite horizontal direction), which is why I went for that here: it gives a stronger snap and demands more focus - also, it provides additional contrast, both visually and gameplaywise, for the next combo. keeping large spacing for all of these notes without exception would make it feel much more repetitive