rereply
Nerova Riuz GX wrote:
ok, if you insistSo I hope these could be a "better response" as you said. (not meant to be salty)Natsu wrote:
N/A's Another
- 00:48:549 (3,4) - starting to stream at blueticks is really uncomfortable to play, also the song isn't suggesting you this, the melody is obviously starting at 00:48:873 - which mean the stream should be starting there too, not at the blue tick, sliders tails aren't considered ¨active objects¨ since they don't need a click action, that's why your rhythm feels really bad
As a part which is mainly expressing piano samples, that slider is prepared to implement an important feedback on that echo, so it's intentionally made to become a 1/1 slider. And about your slider end problem, I would say that's totally fine because that can still be considered as a part of the stream during the gameplay (you still have to hold until the end.) Maybe you'll ask me to change it into a 1/2 or even a 3/4 one, but please take a look at this: 03:38:495 (3,4) - . They are quite similar, but using two different beat placements. Though they have the same piano samples, those drums in the backgrounds provide two totally different momentum on those two parts, which made the second part feel more intense than the first one. I did make something on slider so they could express the difference. the intro sliders are part of the same section if you have a bit knowledge about rhythm you will figure out that the section starting at your slider tail is completely different from the previous one, what you are doing is basically the same as starting a kiai with a slider tail, but mapping them like that is rankable anyways, since wrong emphasis beats are not much a problem
-- 00:53:251 (1,2) - this looks like 1/2 pattern, the spacing is too big compared to other 1/4 jumps at the beginning, for example 00:51:954 (1,2,1) - , so believe don't do this, unless you want to have a huge line of fails and retries at this point of the map, just reduce the spacing and make it more noticeable
that won't make tons of fails and retries. It's a basic way of splitting streams. If you have problems about the spacing, maybe you should check these: 00:44:170 (1,2) - . They used similar spacing in a 1/4 gap. You might think that they are kick sliders so this shouldn't be an example, but a kick slider can do make an obvious chance for you to increase the spacing between two streams. Also, there is a clear cymbal that should be emphasized (00:53:251 - ), but I increased the spacing between (1) and (2) instead of (8) and (1). The first intention is to make the previous stream more easier to hit, and the second is to make a slow down on the next stream, so you can clearly feel there's a speed up on the kick slider for emphasizing. I don't think you need that unreasonable high spacing, specially in a diff like this one, but well..- 01:25:522 (1) - sometimes is like you are missing an extra repeat to fit the song properly
Sometimes we need to make it shorter to prevent useless combo break and give players a nicer hit window on the next note
-- 01:37:359 (1,2,3) - no pls, don't make the spacing that confuse, any person will play 1 and 2 as 1/2 or they will rush the hit and will end in a 100 or 50 hit, make things more noticeables, players will appreciate that for sure!.
At player's side, kick sliders can be looked as single circles with "tails". That's how slider leniency works, you can just click the slider head and ignore the end, after that you can still get a plain 300. I feel that you're mainly noticing that player will misread on this thing, but I can provide many testplays from players at this level to prove it.
-- 01:48:387 (1) - even the two hardest diff aren't doing this, why? because this will cause alot of combo breaks, due to the small hitwindow that this slider require, try a long slider, follow another track in the music, or simple reduce the rhythm, but avoid doing this as the other diffs avoided this as well
Already calculated the hit window, it's big enough. If the player can hold their accuracy, they can still hit the slider properly. it can also gain some health for your game, too. and btw, i did shrink the hold so catching the next stream won't be an actual problem at all. So you are worry for the other sliders that are missing a repeat to fit the song properly, but you are fine with this one that for sure will break combos? kinda double standards o.o
-- 02:19:522 (1,2) - same rhythm mistake as 00:48:549 (3,4) - but this one is worse, because you are merging the slow part of the song with the change to the fast part
The main, actual burst for emphasizing is settled at 02:20:170 - . it's not even a real problem if the first note on that stream is a slider end. but if you still want a proper reply from my side, well...I'm gonna say things before that burst are still be considered as "slow ones", so they are not limited by such a slider end problem as you thought its a problem with is a transition from a slowdown to a fast part
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-- 03:43:522 (5,6,7) - 1/4s and 1/2s with basically the same spacing, well this is the worse case, since even the 1/4 jump is bigger than the 1/2 spacing, pls try to map with more consitent spacing, this doesn't mean using distance snap, but try to make your objects spacing according to the song and timeline gaps. I saw the same happening at other of your maps, so I guess is something that you should be improving
basically the same as I said above. I think it's clear enough for you to figure out. they are not like hitcircles idk why people tend to jutify things with not true things, sliders still need a hold and when u map different gaps in this way is really not nice to play, but I think 2016 is having less care about spacing
Thanks for the reply, since that should be done when someone mod your map, hope u keep it for future mods you get C:.
Anyways seems we don't agree with each other, so GL with the beatmap Atsuro.