Lizzy wrote:
inverness and charles, i recommend and request you two warmly once more to recheck and answer my mod post.
i would like to not feel so closed out concerning my views.
Reviewed it again, I think a better way to put it is, slider ends vary in intensity depending on how they are used.
This difficulty in particular doesn't always reserve slider-ends to weak points, for example moments like 00:53:383 - is not hard hitting while 00:53:883 - is.
Circles and slider starts are best for the really big stuff, like cymbals, crashes, heavy bass, but for repetitive weaker stuff slider-ends and circles are often switched between.
In my case, as a guest I look at previous parts of the map to see what the mapper did, see if I agree with it, and see if I can either incorporate it or build upon it.
In this case, I stuck with what inverness established at 01:16:311 -
Oh also I guess while I'm here I should explain a mechanic. Comments in blue
Quality Assurance Team wrote:
The issue about the 1/6-jumps in inverness' part has not been fixed since the last disqualification. Having an 1/6-jump between a circle and another object is tricky Applies mostly to circle to circle, not circle to slider due to slider mechanics., because unlike jumps after sliders, the slider leniency that would make the jump easier to play is pushed to the limit (in the case of circles into sliders) I can't tell what this is saying. Is it saying slider jumps push the slider ball leniency to the limit or the hit-leniency on slider starts to the limit?. Therefore, the 1/6-jumps after circles are huge difficulty spikes and put more emphasis on the following beats than they should.
Sliders have leniency on when they can be clicked on. You can click a slider much later than needed and it will still give you full credit. It's exactly why the map is using circle to slider and not circle to circle in these instances. It's an extremely underused (thank god) gimmick, but it works really well in this map, since the jumps aren't large and they don't happen quickly / too frequently.
Examples:
01:20:525 (4,1) -
01:21:383 (4,1) -
01:27:383 (4,1) -
01:28:240 (4,1) - This one for instance is especially tricky, as (1) doesn't even follow the direction of the jump leading into it Slider motion isn't really relevant on this one, the player is moving towards the 2, it's a drop-off slider
Hope that clears it up, I never ran into problems playing those because of how sliders work.