Bakari wrote:
Since Bara- took part in the creation of the set it seems to be a bit strange to see him bubble. Let's not.
wow 4 png files + 1 osb file!
MASSIVE CHANGE TO THE MAPPU!
Bakari wrote:
Since Bara- took part in the creation of the set it seems to be a bit strange to see him bubble. Let's not.
Thanks a lot Janna!Monstrata wrote:
[Wilderness]The name strobing in Kiai is a possible epilepsy trigger. Anything that pulses under 1 second intervals can be considered a trigger so it's best to enable epilepsy warning. Yea, it's really small but there's nothing to lose in having it enabled imo... You're right! Added!
- 00:43:788 (7,1,2) - This spacing is rather confusing for me. I would place 1 further up the screen so its more clear 7>1 is 1/1 and 1>2 is 1/2. Definitely right!
- 02:29:365 - Not going to map this? In that part I just wanted to emphasize the piano ! Adding a slider at 02:29:194 - would be weirdo!
- 05:29:537 (1) - I don't relaly like how you use this slider lol. It's too early imo. The track is still really upbeat and fast when this slider plays, but its a slow slider, so it just feels kinda awkward for me. What you do for 05:32:794 (1) - is a lot better because the track has died down. Emphasizing the flute was so important for me though!In the end of the map there's also pattenrs like this : The guitar samples are followed (06:06:737 (1,2,3,4) - ) even if the song was really upbeat at that part! So I guess I wanna keep that to be consistent with 01:28:166 (1) -
Okay that's all. Call me back when you're finished replying/fixing/whatever.
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.Indeed it can be called a special purpose, but actually the problem in this particular hitobject is that it doesn't have any other sound except the fade-in thing. You replaced the hitnormal with this sound, which makes this clickable slider start absolutely inaudible. It would be perfectly fine if you had an audible hitnormal and the fade-in sound was an addition to it.
I agree with these two. They are inaudible at the beginning, and if these are the problem that cause dq, I will be totally fine with that.grumd wrote:
This is a great map with insanely well-made hitsounding, but the hitsounds actually turned out to be a little problem here.
We have this drum-hitnormal21.wav which is used once at 04:49:765 -
It has an inaudible beginning and it fades out:
Ranking Criteria says this:Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.Indeed it can be called a special purpose, but actually the problem in this particular hitobject is that it doesn't have any other sound except the fade-in thing. You replaced the hitnormal with this sound, which makes this clickable slider start absolutely inaudible. It would be perfectly fine if you had an audible hitnormal and the fade-in sound was an addition to it.
The same thing happened to 03:22:680 - (normal-hitnormal33.wav)
let me put a picture here first:grumd wrote:
The other problem, which directly refers to the aforementioned RC rule is soft-hitfinish.wav. It has a close-to-silent delay of around 15ms, which is unrankable. You should edit this file and cut the beginning.
kd pls :cSecretpipe wrote:
Thank you once again grumdy ♥
jub wrote:
I swear to god I love your song choice like a white girl loves Starbucks
Click the circles they saidOkorin wrote:
Half the thread is rebubbles congrats