Operation Kudosss (FAILED)
Kuron-kun wrote:
Hey, inverness! Since I saw a lot of people requesting a BN on this map, I'll mod it. I had to pop the bubble for some reasons I'll mention below. This was really necessary and you can call me for a rebubble when you apply the mods. Sorry for the inconvenience.Reason for Bubble Pop
- A lot of unsnapped points on _normal, _hard, kyversible-insane and _apoplexy difficulties. Consider fixing them by checking AIMod. Almost every note is unsnapped on the _apoplexy difficulty. smh fucking timing shit i think it went off after i changed the offset anyways fixed all
- I could notice this stack on Easy, which could be really confusing to some new players and it should be changed. 01:37:311 - This needs to be changed because of the sudden break there after 3 consecutives 1/1 circles. It can cause a combo break. You can do this and rearrange the next notes. You can keep other stacks, though. i'd prefer to keep it though, there's a slight "break" on the music and the stack indicates that
- After some internal discussion with a QAT, this kind of spinner 03:18:936 (1) - starting on a 1/8 is not allowed. This spinner is present even on Easy, which is most common to use spinners starting on 1/2 ticks. Consider changing it on every difficulty to at least 1/4. Except on Easy and Normal, which needs to be 1/2. um i don't know but there are no rules stating about how spinners must not start at 1/8? there are lotsa maps with this kind of placement and therefore i don't really see this as much of an issue
Additional Modding
hard_
00:51:025 (6,1) - Increase the spacing between these sliders, the beat is really strong here, and would be really inconsistent since you added jumps on other sliders like these. You can move (6) to somewhere near x40 y256. inverted (6)
01:59:811 (7) - Would be better to put 2 circles instead of a slider ending on a strong beat. it was there for the sake of variation (atleast that's what i told myself long time ago :^) )kyversible-insane_
03:00:311 (1) - Would be nice to emphasize the strong beat on 03:00:740 - by ending this slider on 03:00:597 - and adding a circle on the empty beat. nice one /changed because kyshiro is like homie so he shouldnt mind any changes :^)
pls no hate
I've considered that statement, deeply... and I've come to one conclusion.Charles445 wrote:
Take a drink every time the map gets unqualified02:52:306 (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).And such is the dilemma of emphasis patterns.
Of these 6 notes, the only one with true impact is 02:52:306 - , therefore there must be a start here (which there is).
The rest of it is ambiguous and can be done however, so I chose to do it like 00:50:592 - .
inverness wrote:
Thank.
Reviewed it again, I think a better way to put it is, slider ends vary in intensity depending on how they are used.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.
Hope that clears it up, I never ran into problems playing those because of how sliders work.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
have you ever given this a thought? i'd recommend you to check both patterns again, see the difference and therefore feel the magic that the different parts of the song evoke.Lizzy wrote:
That, in turn, would only fit with 01:30:025 (1,2,3,4) - this part
because d4d is rip `0`Irreversible wrote:
PLEASE WHY IS THIS NOT GETTING ANYWHERE