op mixed feelings xdYohanes wrote:
Weird Stuff plz die in fire <3
op mixed feelings xdYohanes wrote:
Weird Stuff plz die in fire <3
TequilaWolf wrote:
modComplex-#
The effort you put into making this is very admirable.
00:08:411 (1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3) - unbelievably hard to read, could only get 3x100 at best. I really suggest altering spacing to reflect the time between taps, even though you've already done that with NC. Like this 00:08:411 (1,2) - has a separate spacing with 00:09:117 (1,2,3,4,5) - and these 00:11:059 (3,1) - (maybe you can say..stack these) 00:13:882 (3,1,2,1) - hooboy nah mayne >.> spacing is so overrated
00:51:294 - add note maybe while there is a mappable sound there, I'd rather give the player more power. The sound isn't all that audible either and not what I'm following
02:06:823 - maybe add note, 1/3 slider seems nice (I guess you're probably leaving these gaps on purpose..I don't understand anything anymore) ^See the first line in creator's words. ok there's no beat to map here lel
03:31:353 (1,1,1,1) - a little hard to transition to these so suddenly, hard to read Yeah I understand >_> I think I'm going to just overlap them so it'll be easier to hit all three
04:52:882 (4,5,6,7,8) - incredibly hard to read for me starting from this part right till the end, no suggestions though Still continuing to improve the ending. It's a lot better than what it was
P.S. I'm afraid to say this map is waaay too /complex/ and out of my league, I looked at it for a long time but I don't see anything/don't have the ability to suggest anything that isn't actually just preference but an actual issue. well still a lot more to learn! btw http://i.imgur.com/jcu3NAC.jpg http://puu.sh/mnAmD/9d7644fe4c.osr screenshot and replay in case you want it omg thank you, I really appreciate it. and thank you for your time, and I'm sorry if this map is a bit too "out there" >.>
I'm sorry, this isn't something I'll consider throughout the life of this map. I want to player to get a good feel for the rhythm that's being spammed throughout the map. If that means that they get a few 100s or a miss, so be it. The player will get it after a while. For this, it's less about the map and more about the song. As for the beginning, it should be played to more of what you hear, and to less of what you see.dqs01733 wrote:
Hello! I just wanted to make a little suggestion on the beginning of the map.
00:08:412 - It's been pointed out before and ill mention it again, it's really difficult to read. While it may be cool with a little reading challenge, this just feels like it is all about timing the approach-circle to the object kind of game, which i personally don't find very fun
I really think you could mix in some sliders, there's a lot of same pitch synth beats that could use a repeating slider, and that would give the section a good level of intensity in relation to this part 00:19:706 - which should feel a bit more intense.
Just a little example of a rhythm that could be used for the first few objects, there are so many different rhythms with sliders that you can use just because there are a lot of repeating notes, it would really make it easier to acc and give the section a bit more variation !!
The map is still pretty early in the ranking process The ranking process is f**ked so you probably don't need to consider this now, but the suggestion will always be here!
It is very cool map, and I love the song!! good luck
Hathz wrote:
Definitely one of the more odd maps I've played.
https://osu.ppy.sh/ss/4338481 (broke right near the end ;w;) Great play! And thank you for playing >.>
It can be quite a reading challenge, though you can get away with approximately alting through all the slider spam. (on that note this is really fun to alt and I'm a baptized singletap player). I don't think I can provide you with any suggestions for (possible) reading improvements because I find it easy to play, but less experienced players might have some issue with all the SV changes.
These are mostly suggestions.[Complex]
- 00:45:117 (1) - Maybe CTRL+G this or reduce the jump because while there is a change in the vocals I don't think it's enough to make for a relatively large jump like that It's not that large... It only seems large because ds is broken at low sv
- 00:53:588 (1,1) - I kind of have a complaint about these across the entire map; I think it's more intuitive if they ended 1/4 sooner. Staying on a slider as long as possible is kind of part of the gameplay framework of the map. But it's not just preference, I also did it because of the legato electro sounds. Changing these won't really do much but make the map easier and less interesting. The map isn't supposed to be easy. (Also quick-snapping to a low sv slider is so sexy <3)
- 01:04:706 - Missed a sound sample here, map pls :3 Missed on purpose for a more fluid transition. I feel people know that I change what I'm following on the circle before it. The precedence structure of what is mapped always has backbeats (the loud ones) on a higher priority than wubs
- 01:16:000 - ^ Same here, there's a wub you can map
- 02:57:647 - ^ more wubwub
- 03:31:353 (1,1,1) - While fitting to the music I have to point this out as a cheeky pattern. First of all it's not immediately obvious that these are 1/3 but the NCs hint the timing is probably not 1/4 either (assuming this is your first time playing the map). To avoid losing combo you can attempt to play this as a triple and maybe mash through it a bit etc. anyway my point is it's perhaps overmapped a bit and an easy place to break combo. You could instead use a 1/3 slider and a circle, making it fit to the music just as well and also making it easier to play. (screenshot) It's not overmapped BECAUSE it's fitting to the music. I've done this plenty of times before and they all play well to me. I've already nerfed this too lol. I'd rather keep my various oddities throughout the map.
- 03:42:294 (1,2,3,1,2,3) - Similar point for this, very easy to break and kinda mash-material, and the jump to the slider that follows makes it even harder.
- 04:04:882 (1,2,3,1,2,3) - ^ plus hard to read that as sliders and not circles because of the overlap with the long slider
- 04:27:470 (1,1,1) - Are these NCs required? Timing doesn't seem like anything special. Every transition is special <3 But this one's especially special because it's the only one with three of the same sliders and it's one of the rare ones with sequential 1/4 sliders
- 04:53:235 (8) - While I personally didn't have trouble with these it seems very easy to break if you fail to notice the reverse arrow or release a bit too early. Maybe just halve the length of these sliders (so 1 reverse only). I think this is ok too, just because I feel it's really easy, and the reverse arrow is actually visible this time. I won't change the reverse for now, but I definitely will consider decreasing the number of repeats
Hope I haven't forgotten something
EvilElvis wrote:
2 fast ar nuq damn 8,5 looks just NICE I think lower ar might make it less readable xP and people are already mad at me for how unreadable they think it is already lmao ...but dayum that's cool
04:56:059 (8) - these thingies were unrankable btw n o t q u i t e s u r e I thought what made them rankable was the fact that the reverses were visible? ----------------------> n o t q u i t e s u r e
no kd
Anxient 4 hours ago wrote:
Seeing that shiirn pulled a grenade at this maps me wanna check it. Placeholder so that I remember.
ay dont put words in my mouth. im only suggesting parts that couldve been mapped better.Naitoshi wrote:
ty for mod Anxient, will consider ctrl A + del
im sorry for voluntarily trying to help (which is something nearly no one does anymore, by the wayNaitoshi wrote:
I didn't ask for Shiirn's opinion in the first place. (Or yours for that matter)
Naitoshi wrote:
(Though, you don't realize how untrue your tldr is when that person causes a mess like this.) You're just adding to the mess for w/e reason
Natsu wrote:
Hi from my queue
Complex:hope this help you a bit, can't mod it in deep, because I don't know what will be your reply to this ^
- 00:08:411 (1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3) - under my personal opinion, I don't agree with this pattern, its true that you are adding NCs to make it more readable, but still is not really comfortable to play (for me), so I really suggest you to keep the spacing consistent for different gaps in the time line, this part will become more enjoyable to play. (yes I can SS current part, but doen't feel comfortable to play for me) There's so many conflicting statements about this though. Even if I changed the entire beginning to be ds-consistent, it would be just as readable, more robotic, and people would still complain about how "blue ticks are hell" and that the map is "unreadable" because "circles." Though, I feel people have pulled crap like this off and on a much larger difficulty scale lmao. As is, I enjoy how this plays and looks and the NCs definitely make it readable enough. As this pattern is the premise of most of the map, I feel if people don't find it interesting or completely hate it, then they'll just hate the entire map for the same reason that they hate this pattern anyway.
- 00:19:706 (1,2,1,2,3,4,5) - the way your comboing its placed there doesn't make sense with the song rhythm, also doesn't follow a pattern in the mapset, tbh I can't understand how your combos work, because they don't follow music melody or a certain pattern, but seems randomly placed to me, do you mind explaining them? Well you're wrong about the first parts. I NC every time there is a change in density there. So if you are about to switch from 1/1 to blue tick rhythms, there will be an NC. for example I'd say you are missing a NC in 01:25:970 (6) - according to your other ones 01:23:147 (1) - 01:20:323 (1) - etc 02:35:941 (1,3) - etc, anyways I see many cases where combos don't follow a pattern or the music. I guess I forgot that one NC. There is a definite pattern to the NCs though. Please give it a look. (Usually every second blue tick<-- Like half of a phrase) So I don't have to see numbers going to 12.
- 00:31:000 (1) - if I were you, I'd make two 3/4 sliders, so we can fit both strong sounds at 00:31:000 - and 00:31:353 - and fit the nice hold song in the music: I always thought about it while I was mapping it. But, I felt that not enough tension was released when I mapped it that way. (And the slider there has a sexy cursor-dance flow<3)
- 00:31:706 (1,2,3) - basically same spacing at different gapsm they are usually not intuitive to play, due t o obvious reasons, but seems you did build the map in that way, I'd not say ¨its bad¨, but personally I feel the spacing is not nicely done and as a player i feel myself not comfortable when playing certain similar patterns (I'm able to play the map properly). 00:43:794 (4,5,1) - 1 is even short spacing, despite having a bigger gap in the timeline I did decrease spacing between 1 and 2 a bit, but I'm certain if I mapped the spacing there while restraining the objects to ds that it'd feel a ton worse than it does now.
- 00:40:529 - clap sounds super bad and disturbing the song melody, maybe its an error? .... What?
- 00:52:882 (1,2,1,2,1,2,3) - this its pretty cool, even tho the last part being 3 objects its a bit inconsistent, maybe I'd add nc on 3, mainly because follow your pattern and the sound at 3 is fairly stronger than in 2, for example you did that on 02:45:823 (1,2,1,2,1,2,1) - oh oops
- 00:53:588 (1,1,1) - another pattern that is really uncomfortable for me are those slow slider and the big 1/4 jump, they break combos or make you hit 100 I absolutely love the fast-snap gameplay for these. Not something that can be played lethargically I guess...
- 02:23:235 (4) - shouldn't be at NC here cause of the sv change? tbh make sense with other parts were u did spam combos, because of sv changes. The reason that there is no change here is because the electronic noise remains constant throughout the phrase. I'd usually only change if there was a change in wub
- 03:28:882 (5) - add NC like you did at before parts? ok
- 03:45:117 (3) - mising nc like you did in the before part 01:52:176 (1) - ok
- 04:53:235 (8) - 04:56:059 (8) - 04:58:882 (10) - in first place this doesn't look as a slider, but as hitcircle, second you need to click this slider early in order to not break combo there, are you sure you want to piss off players after almost 5 mins of gameplay? usually in cases like this we do a simple rhythm who the fudge is "we"?, 1/8 This snap is so clunky to play and work with too... and 1/8 doesn't make any rhythmical sense in context and the feedback is pretty trash :/ would work as well and playability will win , you can add more sv as well, even tho I'd just change the snap
If I'm going simpler, I'm going all the way. So it's been replaced by something simple. (single 1/4 slider)
CrypticMech wrote:
Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)
[The More Simple Than People Make It Sound Like Difficulty]
- For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
- 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion. Kinda confused on what you mean, but the rhythm will always follow the wubs. It's the same with the earlier sections, but this time the background wubs have a change (compared to earlier) in rhythm. And I've never used circles for any of the chibi wubs. (I need something more specific >.>)
- 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
- 02:12:647 (1) - ^
- 02:18:294 (1) - ^ That's exactly the pattern though. (There was one more you missed) But some of them follow .50 for extra snap to the next object. It's like emphasizing something by de-emphasizing something before it
- Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me. I think all sv patterns are consistent with their copies elsewhere in the map
- 02:47:588 (1) - Am I crazy or is this slider not symmetrical...? No it isn't, but idk if I was going for symmetry. I was going for "I WANT CRAB HANDS HERE" I could try to make symmetrical. Maybe it will look better?
- The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it). There really are no problems with the sv changes. It's not all about the numbers. And even it it were about the numbers, the sv changes are consistent relative to the other objects within the kiais and the other kiais
- 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO ooooooooo I agree! done
- 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far. There are so many unique sets of sliders in the kiais. This is just one of them. I'll keep the same until I can (stop being lazy) make a new unique set
- 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see what? I think they are
Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Nah mayne, I like this how it is. Stacks are bae.Harry wrote:
[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.
Nice map, good luck with it!