its clearly a joke dude.Kuuma wrote:
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
its clearly a joke dude.Kuuma wrote:
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
你要是闲的话找个人来抵扣一下把红绿先改了再喊我Flower wrote:
Some technical thing.
1. Green line and red line.
That is a problem. I wonder why AiMod doesn't check that. It's my mistake didn't use AiBat.
2. Delayed hitsound
I don't have audio editing tool and I don't know how to edit sound, so if anyone would like to do it I would like to appreciate it.
3. Readability
I think that slider has a stack, so won't be a problem.
Some other thing.
Deq is confirmed according to the above claims. I hope things could be solved once for all. No drama. No hating. 还有希望朋友们好好看戏,不要再说话了。辩论有什么用呢,能当kd使吗?反正我的图就是屌
a loli wrote:
the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map).
a loli wrote:
HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.
-Kanzaki wrote:
I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.
I agree with this and I hope (5) could be a reverse slider or 1/2 slider and (6) to be removedCharles445 wrote:
[CODENAME_AXION]
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
your country didnt get nukedKuuma wrote:
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
i agree!fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
Irreversible wrote:
who made this pro normal
also changed the green line problem.handsome wrote:
hi xd
here's a fixed hitwhistle with most of the 'empty noise' cut off. i actually don't think its necessary since its not a hitnormal or anything. changed
CODENAME_AXION
increase OD? (8.5/9) though I think its not necessary... changed to 8.2
00:39:025 (1) - stack this on 00:38:462 (4) - head to so that there's more movement after 00:38:837 (3) - I think it's better to keep it neat with current pattern
01:13:993 (1) - try ending the spinner here instead 01:15:025 - ? it has a sound, and as it stands you have to continue spinning even when the note is visible which isn't really pleasant, same for hyper ok
and thank you for mapping and hosting this set, its really an inspiration!
Charles445 wrote:
Heya! Good luck on studies.
When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm
[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh) I think it is easy to be determined from the slider speed, so nah, I think it's ok
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)
[fanzhen's Hard]
great stuff
[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon. I think this should be ok as it follows the music well, player will read it properly
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern -> https://osu.ppy.sh/ss/4340824
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better -> https://osu.ppy.sh/ss/4340841 I thought opposite. since this is kind of subjective I decide to keep it
01:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle? I think the impact is better if i leave it
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read i doubt it, and current combo is aesthetically better
[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea -> https://osu.ppy.sh/ss/4340942 imo the gradual addition is good, and it plays cool
00:18:400 (1) - Maybe remove a repeat from this slider? I think this one is ok
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time I made a change. I'll ask fanzhen later about the idea
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful. I think the jump is acceptable for slider to circle. it plays well even with mouse
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more -> https://osu.ppy.sh/ss/4340980 this happen too many times in fanshen's previous maps, and I think it's fine. same below
00:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive -> https://osu.ppy.sh/ss/4341004
00:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... -> https://osu.ppy.sh/ss/4341022
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better. I think the pattern is straightforward. should be same as other overlapped patterns. just need a bit speed
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - -> https://osu.ppy.sh/ss/4341040 umm personally i think current plays better
01:20:181 (2,3) - This is a really weird pause it's same as the previous bar, i think it's readable
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here i think it should be fine as I made similar pattern before. I'll ask fanzhen
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine. nah I think 1/8 follows music
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much. mmm.. this may not be a good reason. it look cool
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.
[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013
00:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082
01:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump
[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. -> https://osu.ppy.sh/ss/4342204
00:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this
[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.
00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea. https://osu.ppy.sh/ss/4342280
00:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good I think this one fits the music well enough
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though as the music is intense I think making it tricky is fine
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much. if this got changed then the diff could lose its meaning. btw I don't think it's the hardest part. same for the last part before break
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine. same as before
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read. current one looks better imo
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff i'll see
thank you for your help charles!Charles445 wrote:
Heya! Good luck on studies.
When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm
[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much. the pattern is totally ok for playing of course for sure, but according to so much people complain about this, i decide to change it to another style, thou not lower down the sv, but only larger the jump between 1's end and 2's head: now the pattern is much more "easier to you in reading, and maybe in playing as well".
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity. well 0.1x sv shifting really makes some differences here, it'll give something not same to general players in playing this pattern that at least overlap the repeating sliders' head and end, which i won't do here in this diff.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182 same as above.
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset. i've set 00:27:400 (1,2,1,2,3,4,1,2,1,2,1,2,3,4,1,2) - 's rhythm style to get ready for that pattern, even spacing is tricky here.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131 ahh you are right from a flow viewing, thou i still wanna keep the structure (see 00:35:275 (2,3,1) - and 00:36:587 (2) - )
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193 repeating slider holding thing is similar to the stuff which i've mentioned above.
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198 ^ for similar mod.
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225 moved to 291,269 thou.
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209 lol, for 5 and 1 are in symm positions, players can see it easily imo, it's just testing aiming here. and also, the part is not requiring an anti-flow, current pattern is fine imo.
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239 ^ for similar mod, and actually there's faster in the diff later...
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013 true, changed the whole pattern and unlocked the organizations here, remapped this part.
00:49:150 (5) - A new combo here would probably make this easier to read. swap 00:49:525 (1) - 's nc to this note's.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024 great idea, thou i've set two doubles at 00:49:900 (1,2) - and 00:50:275 (3,4) - , and 00:50:650 (5,6,7,8) - is a series of single pattern, so i decide to not change this.
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties i still think the horn's beats snaps at 1/3 ticks... thou changed...
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here. after several trying i insist my choice, the pattern is designed just like that to express the bell track meanwhile.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section. i can play the pattern my self, play those patterns is not requiring luck. song's emotion drive me do patterns like that, 1/4 snapped notes can be seen in this diff everywhere, these notes are not double streams, but only another style i set notes like single tapping stuffs.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070 thou i won't change the general idea of the pattern, still reconstructed those spacings and composing.
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078 changed to another pattern.
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082 ok, but i also reversed 4. the pattern of those series of anti slider jumps can be consistent now.
01:28:337 (5) - Reverse this for the jump? hmm nope.
01:34:525 (1,2) - This is a really big jump for this section x_x lol yeah.
01:36:025 (1,2) - I'd make these easier this is easier than previous ones.
01:37:525 (1,2) - Same as before ^
01:47:650 (3) - Add new combo so it's clear that this isn't a jump fixed.
osu file format v14
[General]
AudioFilename: AXION1.mp3
AudioLeadIn: 0
PreviewTime: 75376
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5
[Metadata]
Title:AXION
TitleUnicode:AXION
Artist:sakuzyo
ArtistUnicode:削除
Creator:Flower
Version:HW's EX
Source:BMS
Tags:cytus C82 LKs Irreversible Amamiya Yuko skystar fanzhen0019 Hollow Wings
BeatmapID:490910
BeatmapSetID:115193
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9.6
SliderMultiplier:3.5
SliderTickRate:2
[Events]
//Background and Video events
0,0,"b63621385343fbf2db8aca8ab17eca8064388f5b.jpg",0,0
//Break Periods
2,99600,104891
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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91712,-66.6666666666667,4,1,1,80,0,0
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111400,-200,4,2,1,70,0,0
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[Colours]
Combo1 : 255,121,252
Combo2 : 0,170,219
Combo3 : 10,180,133
Combo4 : 250,255,21
Combo5 : 248,7,7
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412,282,64618,1,0,0:0:0:0:
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221,123,65650,5,0,0:0:0:0:
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458,51,66025,5,8,0:0:0:0:
167,66,66118,1,0,0:0:0:0:
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108,285,89181,1,0,0:0:0:0:
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213,132,96306,5,0,0:0:0:0:
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104,308,97618,1,0,0:0:0:0:
382,233,97806,5,0,0:0:0:0:
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104,308,98931,1,0,0:0:0:0:
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108,224,109150,5,0,0:0:0:0:
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238,241,111025,1,0,0:0:0:0:
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about HW's diff. tbh myself can't understand the logic either, but quite a few people (>10 people rank 3000+) showed it to HW and me that the patterns play fine, so that can't be a coincidence. i'll wait for his replyfartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed.
[AXION_REBORN]
00:43:900 (1,2,3,4) - What in the world. You ran out of playfield? This is not how you deal with such things. Make it consistent with 00:43:525 (1,2,3,4) - wasn't out of playfield bound so it's fine
01:25:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - Pretty mindless pattern imo. The whole sequence of 01:26:556 (8,1,2,3,4) - plays horrible, especially the fast dash from (8) to (1). You also completely change the logic of your pattern even though the only thing that changes in the song is the pitch. First you have some 'regular' streamjumps heading in the same direction, then you change it to vertical jumps all of a sudden. I can somehow understand the spacing change between 01:26:650 (1,2,3,4) - but I don't understand why you change the pattern logic. I saw many occurrences in previous (>yr2012) so it's generally fine
fartownik wrote:
[Skystar's EXTRA]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Seriously, this gets rebubbled and this is not fixed? Major WTF. This is the only pattern that basically ruins the potential fun of this difficulty. Please fix this overmapped thing, it plays bad.
https://youtu.be/lbY8YMxFN10 plays fine for me.Flamie Spidlow wrote:
[Skystar's Expert]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - OSU! is not CYTUS. who can play this pattern? super overmapped xd
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.play-ability does not equal quality i thought you would know this by now.
And what would a rank 60k know about Extra difficulties playability?Fantasy wrote:
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.play-ability does not equal quality i thought you would know this by now.
certainly, playability does not equal quality, but quality is a subjective measure, and as long as the map looks, sounds and plays fine (according to the targeted audience), i think it should be rankable.Fantasy wrote:
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.play-ability does not equal quality i thought you would know this by now.
Holy shit that's gotta be one of the worst ways to justify map playability.Skystar wrote:
https://youtu.be/lbY8YMxFN10 plays fine for me.fartownik wrote:
[Skystar's EXTRA]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Seriously, this gets rebubbled and this is not fixed? Major WTF. This is the only pattern that basically ruins the potential fun of this difficulty. Please fix this overmapped thing, it plays bad.
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.
And what would a rank 60k know about Extra difficulties playability?
The point of the video is to prove that the pattern itself is completely doable, since you linked the pattern and said it plays bad. Later changed the subject from the pattern to the map. See the difference? Map gets harder as it gets longer, that's always how it works.fartownik wrote:
Holy shit that's gotta be one of the worst ways to justify map playability.
I'm pretty sure most of the playerbase from the top1000 overall could FC this part your way (editor -> testplay) so your argument is completely invalid. The pattern 'plays fine' on its own, i.e. if your diff was 1 second long and consisted only of that pattern or if your map consisted only of similar patterns, when it's actually the opposite.
Here it goes subjective part again.fartownik wrote:
You put something completely over the top and out of range for the difficulty you introduce for the entire map and that is the problem.
Fantasy wrote:
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.play-ability does not equal quality i thought you would know this by now.
recién hoy me acordé que lo tenia que bajar papu, no necesito practicar, el sabado carreoYuii- wrote:
Doxa, la boquita cerrada, sí? Qué hacés acá, papá? Andá a practicar el map pool, gil!
I'd even consider spacing them slightly more as opposed to slightly less but I'd play around with both options first tbh. Reasoning being that they are spaced exactly the same as the curved stream if we measure from center to center. As you've pointed out, distance for zig zags is more intuitively measured from rim to rim than center to center so right now they are relatively less spaced than the previous stream in this sense.Miyazono wrote:
And what would a rank 60k know about Extra difficulties playability?
If anything, Skystar, I would reduce the spacing a little bit. You might still want to leave the notes not touching to use the edges of them to tap, as I think that fits the song right there
Here it goes subjective part again.Shall I make a poll which part is the hardest and by how much? I think we both know the results. Actually I'm pretty sure even the pp algorithm will show a big difference in star rating.
>over the top and out of range for the difficulty - your opinion. I assume that what you're talking about is that the pattern itself is like 9000 level above everything else in the map - which I completely disagree with. Some people may think that jumps are easier to do than streams, while some others will find the opposite. Get the point?
It's not actually any more spaced than the stream that leads into it so it technically doesn't stick out in the eyes of the difficulty calculator anymore than the bit before it. I think it's more likely to be an issue of implementation of pattern than the pattern itself. As we've all said, ladders and curves play a lot differently and as a result there should probably be some difference in spacing that can account for this. Either way, I agree that in it's current state, the ladder could use some tweaks and only if/when that proves not to improve this stream should there be calls for remap.AmaiHachimitsu wrote:
Apart from this part being overmapped (not rhythmically tho) it just springs suddenly, distorts the flow and is out of the place. The map is filled with curves and you put a freakin ladder out of nowhere. When mapping a piece of art you should keep it being an art in all the details.
I can guess you really wanted to have such pattern ranked, especially since Odoru Mizushibuki got ranked (which is also a blunder). Despite being primitive it adds up significantly to the pp worth and true difficulty itself AND at the same time getting praised by the majority of community (which can't even read this map) as gimmicky and innovative. Tons of favourites, lots of love, only the players (for which the map was allegedly created) disappointed.
Well, if it fits you go ahead.
jo zjbs i tema rasot cia, dw ir as lietuviskai parasynesiu, cj kietai atrodau dabarDoxa wrote:
recién hoy me acordé que lo tenia que bajar papu, no necesito practicar, el sabado carreoYuii- wrote:
Doxa, la boquita cerrada, sí? Qué hacés acá, papá? Andá a practicar el map pool, gil!
i see axrious did this, and i saw that video.Skystar wrote:
fartownik wrote:
[Skystar's EXTRA]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Seriously, this gets rebubbled and this is not fixed? Major WTF. This is the only pattern that basically ruins the potential fun of this difficulty. Please fix this overmapped thing, it plays bad.https://youtu.be/lbY8YMxFN10 plays fine for me.Flamie Spidlow wrote:
[Skystar's Expert]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - OSU! is not CYTUS. who can play this pattern? super overmapped xd
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that.
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one.
With possibly other 100+ players hating it for also justifiable reasons. Why do you deny any kind of negative observation, and automatically praise anyone who enjoys it? You have to take reviews and observations from both ends really, especially when this kind of maps are the ones that are the most controversial around the community. Every mod which disagrees with even the slightlest pattern, you disagree, period. Even if it gets revised 5 times nope, no one can judge your creative mapping because you are the only one that gets this kind of stuff rankedHollow Wings wrote:
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
thanks for modding!
Is it just me or might this actually be harder to play for most people? Harder to control the cursor cause the spacing is increasing.Natsu wrote:
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
@skystar I'd just go with something similar to (did fast so maybe doesn't looks nice haha):
I guess that can work and make everyone happy~
This is so true, couldn't have said it better myself.CXu wrote:
But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.
Quoted for truth, really well said.CXu wrote:
Okay, uh.
Looks fine in editor, I suck at alternating so I probably wouldn't be able to play it well, I don't have the ability/time to test it.
But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.
And I'd somewhat agree if this was a single difficulty mapset, since then you'd like to try and accommodate for the most players possible, but this mapset has 5 difficulties at 6 stars or above, mapped in different styles. If one or even several don't fit your tastes, play the one(s) that you like, and let those that enjoy the other ones enjoy those. If those patterns are, in your opinion, easier with tap + x, then make a mental note for yourself that that difficulty is a "tap + x map" and skip it. When the mapset has so many difficulties at the upper part of the difficulty spectrum, I think it's really dumb that people complain about something being too difficult, especially considering different people find different things difficult, and there are so many alternatives to choose from.
If skystar decides to change the pattern, then that's fine, but I really don't see how it helps just saying it's bad, especially when you don't provide an alternate solution.
I can FC that with a mouse too, and I'm not even a mouse player.KuranteMelodii wrote:
The question is, Skystar is a tablet tap + x player, sure it's playable but only you're using a tablet, aiming this pattern with a mouse is a total armageddon
Hollow Wings wrote:
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this?
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned.
yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day.
thanks for modding~Baraatje123 wrote:
[Easy]
Consider increasing AR to 3.5-3.7, so sliders as 00:01:900 (1,1) - won't overlap anymore
00:45:400 (1,2) -Blanketits done fine enough imo. slightest change may make it worse
Cool diff
[Irre]
00:51:025 (1) - A 1/2 slider with a circle after wards would play much better, as this slider ends on a downbeat (and the sound at the 1/2 is really strong) i doubt that. in this diff, sv is high enough to make the player feel slider end being even harder than slider head
00:56:462 (4) - Why use such rhythm, when at the beat (you skipped) a strong sound exists (which is much stronger then the 1/2)
01:01:900 (1) - Distance!!!
01:14:650 (2,1) - Such low spacing. Make the players more prepared for the higher SV/DS!
01:24:400 (1,1) - Not stacked properly
01:30:400 (1) - <3
01:51:962 (2,2) - Claps?
I like it ^_^
[fanzhen]
00:16:337 (2) - A triplet instead of this would play better. imo 1/4 sliders w/o reverse are rather hard (for hard)
00:19:337 (2) - ^^
00:51:212 (5) - ^^ this one should be fine
00:54:400 (1,2,3,1,2,3) - Quite hard to read. The first 3 might be fine, but 00:55:150 (1,2,3) - are much harder. Consider making those a reverse-kickslider as well
Nice diff
[Hyper]
00:25:900 (1) - End at 00:27:025 sounds better imo not really imo...
<3
[LKs]
01:22:056 (1) - This is just incredibly confusing. Stack it ontop of the next object
01:22:806 (1) - ^^
01:23:556 (1) - ^^
I don't even know what to say. I love it
The next part part of the mod will be 99% based on actual playability. I played all higher diffs 10 times, and some things were problematic for me. There are a few things which were already discussed (like Skystar's stream) so I'll leave them out
[LKs]
00:48:400 (1,2,1,2,1,2,1,2) - This pattern plays ridiculously hard, and so does the reading, mostly due to 00:48:962 (2,1,2) - where the pattern changes. Every time I played this I missed this treating it as 1/2 circle solves it. I think the flow is fine.
01:26:650 (1,2,1,2,3,4) - Higher spacing is fine, sliderjumps are fine. But this is not. The sliders which are cramped upon eachother create a huge slowdown, which continues in a fast stream with a really harsh flow, because of (2,3,4) which is a triangle, which plays terrible at such high BPM (1/4) just like taketori hishou (lunatic), the pattern is easy be treated by tapping like lunatic. precise solution is certainly a challenge, or it won't be called "another"
01:30:400 (1,2) - This jump is really unexpected and quite hard 01:56:837 (4) - i recon it being fine, as the appr. circle suggests it being 1/4
01:39:400 - Add a circle please as discussed, nah
01:56:931 - ^^, this sound is even more noticable then 01:56:837 (4) - i like the custom rhythm, and its good
[Another]
00:24:306 (10) - This note a hard to hit, as it's hidden under the previous slider. Even if it would require high spacing it would play better, as the sudden stop makes this feel really weird
00:25:900 (1) - Silence end? the reverse ride makes it fit
00:31:900 (1,2,3) - The fact the the sliders start on the blue ticks made this part rather awkward, the harsh curve from (1) to (2) is also not that great. That is actually the biggest problem, as 00:37:900 (1,2,3,4) - plays good this pattern is plainly based on the pitch.
00:49:525 (1,2,3,4) - The gap from here to 00:49:900 (1) - is too low. I for example mash the buttons from streams like this, causing me to miss on the next notes (and therefore the whole stream) cant really understand the concept, but this pattern should not be a problem on playability
01:08:650 (5,6,7,8,1) - I hate patterns as these, but this is just personal opinion. It's too harsh, try to make it flow more smoothly! inherited from my previous maps. i would like to keep it
01:55:900 (1,2,3,4,5,6,7,8,9,10,11,12) - This part is too hard to read. It's even harder then the highest diffs which shouldn't happen. Remove 01:56:931 (9) - then move 01:56:181 (2,3,4,5,6,7,8) - 1/4 later, and add a note at 01:56:181. This would make it much easier to read, while not changing the overall gameplay that much i doubt it. it plays fine, as everything gaps 1/4. i can do it without difficulty, can't pass the part between kiai, tho
[Fanzhen]
00:21:118 (5) - The fact that the triplet starts at the blue tick makes this feel awkward. Only now, when I see it in the editor I understand the rhythm. I Always thought it started at the white tick, and that 00:21:400 (1) - started at the blue tick. Consider removing a reverse from 00:20:650 (4) - to make it feel better this is readable, like, uh, moe moe anime song pattern. i would recon keeping it
00:29:462 (3,4,1) - Quite ridiculous movement. The triangle has a harsh flow, and the "doublet-stream" following doesn't justify it much already reduced spacing. i think there should be no problem
00:32:650 (1,2,3,4,1,2,3,4) - This is just too much. The first 4 are still doable, but the last rectangle is just over done. Please reduce spacing a little bit (or make the flow a bit better), the straight curves are too harsh for me i call this typical lks pattern, um sorry, we are in fanzhen? imo this is doable, just need a bit more aim.
00:34:150 (1,2,3,4,5,6,7,8) - Is there a need for such high spacing? Especially (5) makes this feel really weird the pattern is in regular paradigm. 2nd half of a bar - high spacing; white line - turn
00:50:650 (1,2,1,2,1,2,1,2) - ERMMMM. Can people FC this? Out of my 10 attempts. I FC'd it once, but I'm just rapidly mashing and moving a freak w'/o any sense of rhythm for this. Slider would fit much better! I also can't hear why the spacing has to be this ridiculous i think this plays fine at this AR rate.
01:17:462 (3,4,5,6,7) - The sharp movements are bad for the flow. Make the vertical movement a bit more so you can flow in a circle-shape, instead of straight lines! this happens in a few previous maps so it should be ok
01:27:025 (1,2,3,4) - I know this is like the clmax of the song, but the flow here is quite bad. why not try this the suggested pattern dowsn't look good. moreover, imo flow isn't everything
01:28:618 (8) - Hidden under 6's reverse its rankable because it is clear where the slider head is, unless you set the skin not to show combo number
01:30:775 (1) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,2,1,2,1,2) - Silence ends please
01:57:025 (1) - Make it a bit larger please should be fine
[A_R]
00:31:900 (1,2,3,4,1,2,3,4) - Is this even FC'able? It feels way too overdone and has a ridiculous hard flow. This is actually the first place I lost combo (Yes, I FC'ed the whole previous part nomod (NF)) that's the part it becoming hard. i would say it's a challenge.
00:33:962 (5,6) - Reminds me of DA^10. Please Ctrl G, this is really harsh and rather unpredictable it follows the clap i set
00:37:900 (1,2,3,4) - This part is almost impossible to read. Ctrl G (3) and Ctrl G (4) please it is readable because appoach circle is there.
00:54:400 (1,2,3,4,1,2,3,4) - See first comment
01:19:618 (4) - Stack with (2) increases flow a lot
01:21:775 (5,5,5) - NC for readability
01:24:025 (5) - ^^ This distance man
01:26:650 (1,2,3,4,1,2,3,4) - This part is truly harsh. I couldn't even pass this with HT O.o The spacing from (2,3) is too high some say the previous part is harder. i will keep it as the big boss
01:39:025 (1,2,3) - This is a 240 BPM 4-plet in the middle of 160 BPM 1/4 jumps. A reverse slider would play much better (and be more playable) nah.
01:55:900 (1,2,3,4,1,2,3,4,5,6) - How could I ever FC this? O.o I feel good ^_^ this one should be ok
Nice diff, but I'm not that keen of patterns like 01:51:025 (3,4) - The reverse jump is just too much imo
You know what to do
Eyecandy wall inc.Baraatje123 wrote:
[HW]
00:16:900 (1,6) - Imperfect stack w... what?
00:25:900 (1,2,3,4) - This is too sudden! Please make an indication for this speed up. Why not make 00:25:243 (1,2,3,4,5) - constantly increasing is spacing, and thus in speed, making the huge SV feel better (or tone the SV down to approx 1.5x) at least it's better than the previous version to people, thou the previous version is much better to me.
00:26:650 (1) - To increase readability, as this is slow, make it a bit curvy/different from the previous ones so people can distinguish it better nope, people won't notice the nc pattern unless they try to.
00:31:338 (5,1) - Increase the spacing. The gap is hard to read. Remember your EX EX on Helix, it had a similar problem and got DQ'd over it. don't make it happen to this map as well, as the map is a really good one ^_^ i think this is quite different from helix's pattern, you can read those approaching circles clearly, that's how you can hit the circle correctly.
00:32:275 (5,1,5,1) - ^^ (Here it's even worse imo) ^
01:09:275 (3,1) - Such low spacing feels out of place it's more like a stack pattern here in aiming view, which is just a kind of ds pattern.
01:22:806 - Add note please, for consistency with the other similar parts! nope, for just following the song.
01:31:150 (1,2,1,2,1,2,3) - Silence the ends please that's ok imo...
01:56:931 (2,1) - This stack creates an unneccessary spike. Make it spaced please, for a better flow people will only focus on note 1, note 2 is just a passing by 1/4 tapping obj when they playing this pattern.
Well done HW! Most definitely your best work so far ^_^ lol... this is made 2 years ago thou www
You know what to do
Hollow Wings wrote:
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned. i find it worse if i change it as you mentioned.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this? i'm telling you that you may shake your cursor like a dancer if you played that pattern.
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650. then i say the rhythm 01:32:650 (3) - is following is the better choice, i prefer emphasis the same beats every sliders' head are following at this part, rather than just simply following the string track. even the tick already has a note.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned. they are distinguished clearly.
yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day. thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.
thanks for modding!Depths wrote:
[HW nya~]that's all I have to say
- 00:26:650 (1,2) - I would make this one Slider and reduce the SV, I dont hear a second sound or any other reason to have it. the sound to me feels like its coming to a halt, and the SV increase at 00:27:400 (1) - would feel more powerful after a slower movement imo ( I hope you can make sense of this w) I might be wrong about there not being a second sound or anything, but if I'm wrong please enlighten me w i just wanna say you need to listen to the song carefully.
- 00:27:118 not mapping this sound? with the way you have it mapped current I can understand your reasoning, Im just curious why its not mapped the sound you think in that tick is actually at 00:27:025 which i've already covered with obj.
- 00:31:338 (5,1) - huge reading trap here imo, I know most people might catch it with the NC but still feels like it could be misread in some cases the pattern reads totally fine.
- 00:31:806 (4,1) - maybe decrease this distance some it's easy to combo it even in streams. distanced notes are easier to catch the position and rhythm.
- 00:32:275 (5,1) - same as earlier,could be misread
- 00:32:837 (5,1) - ^
- 01:19:056 (3,4) - stack 3 on head of 4? w... what? they are not even at same part...
Hollow Wings wrote:
thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.
Baraatje123 wrote:
[General]
In Skystar's diff, take a look at this fixed.
• Object is unsnapped:
01:26:179 {86179} Circle
01:26:277 {86277} Circle
01:26:554 {86554} Circle
01:26:929 {86929} Circle
01:27:304 {87304} Circle
[Skystar]
00:54:775 (1) - Ctrl G would make it flow better mh I prefer current one.
01:02:462 (3) - imo the high spacing should start from here, it follows the song better if 01:01:900 (1,2,3,4,1,2) - have lower spacing alternative, it speeds up as drums emerge, not following melody here.
01:16:056 (5) - Why 1/8? slider leniency, you have more time to deal with high spacing between ones like 01:15:962 (4,5) - , it also gives a stronger emphasis going into next slider 01:16:150 (1) - , same goes for all subsequent 1/8s.
01:17:462 (2) - Ctrl G would make it flow better eh not really..
01:19:056 (5) - I don't hear 1/8
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I really like it, but the curve make it really hard, as you don't only need to move, but also rotate. I don't have problems with it, and saying it was discussed properly it should be fine, but it may be adjusted to make it flow a bit better
01:28:056 (5) - N o 1/8 please
01:30:775 (5) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,1,1,1,1) - Silence the ends please, it's rather annoying kay.
I really love this diff. It plays great, is mapped wonderfully and is rather gimmicky, something I really like, as opposed to all thsoe 180-200 BPM jump maps nowadays. ^_^
http://puu.sh/mHCoI/5f9ff5c7cc.rarWORSTPOLACKEU wrote:
Skystar's Expert
01:15:400 (1,2,3,4,5,1,2,3,1,2,1,2,1,2,3,1,2,3,4,5,1) -
This part plays bad and it's not intuitive at all, I played it many times and checked in edit but I have no idea what you are following there. melody, apparently.
01:27:400 (1,2,3,4,5,1,2,3,1,2,3,4,1,2,3,4,1,2,3) -
Same here ^
I have tried to listen but I just have no idea what you are mapping too.
I understand it's rhythm variation but it skips strong beats or just adds beats from different sounds and plays really unintuitively.
01:16:525 (2,3) - The slider starts on a weak beat and it's really weird to play it there for example. weak beat? uh there's a snare and a kick that couldn't be more obvious.
http://puu.sh/mFyyV/80b7f0fb22.jpg <- This works
http://puu.sh/mFyC7/fd917579a6.jpg <- This too
01:17:837 (1,2,3) -
Why not 3-2-1 in this order? It plays better, highlights best beats. It's overcomplicated what you did. no idea what you're talking about but reminded me of ctrl+g'ing 01:17:837 (1) - , thanks anyways.
Even further away --> http://puu.sh/mFCX1/3bf72cbca9.jpg
That plays so much better imo.
fixed. thank you!Mystyk wrote:
just reminding you about this, it still hasn't been fixedKaren wrote:
can you guys stop dropping shit posts and help the map instead.
btw,
in fanzhen's Hard
00:01:900 - there is no sv change on this green line, it should be avoided.The problem is not with the volume of the green line (as HappyRocket88 mentioned), the problem is that it has no SV change, that's why 00:01:900 - this green line has to be removed!Ranking Criteria wrote:
An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed)
DO u own the copyright for that? XDFlower wrote:
I can't really understand mappers now day can map X diff with random jumps on a low-bpm dnb song.
现在的mapper怎么做慢如牛的dnb曲也能瞎xx跳个X难度出来 我真的不是很懂
just reminding you about this, it still hasn't been fixedKaren wrote:
can you guys stop dropping shit posts and help the map instead.
btw,
in fanzhen's Hard
00:01:900 - there is no sv change on this green line, it should be avoided.
The problem is not with the volume of the green line (as HappyRocket88 mentioned), the problem is that it has no SV change, that's why 00:01:900 - this green line has to be removed!Ranking Criteria wrote:
An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed)
Rebubbled. Though I remember someone said it's unnecessary to post rebub for those little changes.Baraatje123 wrote:
Call zzh to rebub and I'll qualify
One more thing, can you please lower HP in LKs? None of the diffs surpass 6, except his diff. Even 7 would be fine ^_^