Thanks mom
Asonate wrote:
hey pipe[Purrrrrgatory]
- 02:05:693 - consider making that synth hittable, you've done so with pretty much all before, + it feels weird to suddenly change the rhythm to the dnb beat again. I'm following the vocal with 02:05:522 (1) - and 02:05:865 (2) - tho !
- 02:13:750 (7) - same business with this one - if i didnt misshear, these 2 are the only times you place the synth on a sliderend and make it passive therefore These 02:13:065 (5,6,7,8) - follow the same rhythm! Why will I break the consistent idea ? xd
- 02:37:408 (5,6) - consider readjusting one of these, right now you have a pretty large angle between 4,5,6, which feels a bit too intense to me. if you for example ctrl+j 6 and place it on 02:36:722 (2) - again, the jump should get quite a bit easier, which fits it much better The angle is made on purpose because there's a kick at 02:37:408 (5) - ! Also I'm a newbie 70k but that's very playable!
- 02:56:950 (1) - maybe rebuild this pattern based on a Hexagon, so it looks a bit neater - if you dont quite get what i mean, because i suck at explaining, pm me and ill show you via IRC :3 I didn't want an Hexagon though! I use that kind of patterns in my map tho!
- 03:53:865 (3,4,1,2,3,4,5) - consider shifting these by 1/2 and putting a repeat before or a note so you dont have to repattern anything - like this, almost all of the stronger sounds fall on sliderends, which made me feel like i was not really playing with the music ;w; I tried to be consistent in the whole part by following mainly the hats ! I know that the violin is really important tho but if you take a better listen you'll see that the hats and the violin samples are on the same location in a lot of cases : 03:48:036 (2) - 03:48:379 (3) - 03:48:722 (4) - etc.. (I hope you see what I have in mind!)
- This repeats on the iteration in the song, and i do realize youre mapping to the 1/1 hats. But the hats are definitely weaker than the violin, as i would interpret the song Precisely! I interpreted them in my way tbh and I think that it's pretty interesting to exploit it! Don't forget that the hitsounds are here also!
- 05:03:979 (4,5,6) - i feel lower angles fit jumps like these better, for example you could go with this, which also gives the blanket on 05:04:493 (1) - a use :3 Your screen shows us a good idea but to be honest , I wanted to give more space to the jumps because they are really intense and I didn't want to gather them around a slider!
- 05:48:208 (6) - move that to x276, makes it perfectly sorrounded by 1,2,3 moved by -3 woo
Alright, thats about it!
Map was fun to play!
gl!
TicClick wrote:
[General][Purgatory]
- You used the preview image from deviantart for a background, and as a result, it's ridden with JPEG artifacts (see the triangles). A properly scaled down picture: https://tc.s-ul.eu/Fn0yjXYE.jpg Thanks!
- Loads of unused hitsounds in the map's folder:
SPOILERdpne
- drum-hitnormal2.wav
- normal-hitclap3.wav
- soft-hitclap20.wav
- soft-hitclap5.wav
- soft-hitclap6.wav
- soft-hitfinish6.wav
- soft-hitfinish99.wav
- soft-hitwhistle4.wav
- soft-hitwhistle6.wav
- soft-slidertick20.wav
- soft-slidertick21.wav
- soft-slidertick22.wav
- soft-slidertick23.wav
- I think you don't need to use kiai at full at all. The parts where you enabled it sound very.. regular, they aren't outstanding, compared to the rest of the song. And that flash at 03:47:693 should go, too, because I don't see or hear anything that'd be that significant to use a flash there. You're right! I removed the current kiai BUT I added a kiai at 03:47:693 - which is pretty similar to Endgame , the epic part !
I see no point in writing anything else down, because the map is simply okay as it, and I don't think you should mod mine in return either.
- 01:17:179 (2) - align to 01:16:836 (1) okay
- 02:05:522 (1) - I recommend to start it from the red tick where that 3/2 sample that keeps popping in the background takes place; also, do you really need a new combo here? That was originally planned but I wanted to map vocals with 02:05:522 (1,2) -
- 02:16:836 (1) - in cases like this I'd either put a NC on a later note or add an extra one to the next object (02:17:522 (3) in this case)Just wanted to emphasize the loud kicks!
LULMonstrata wrote:
17:44 Monstrata: 03:47:693 (1) - The SV here should be faster no? like 03:50:436 (1) -
17:46 Monstrata: 04:31:579 - It makes more sense for Kiai to end here imo...
17:48 Secretpipe: screw this laptop
17:48 Monstrata: DO YOU WANT A BUBBLE OR NOT HOLY
17:48 Monstrata: DITCH ME LIKE THAT HUH!!?!?!@?
17:48 Monstrata: WHO DO YOU THINK YOU ARE !?!?
17:48 Secretpipe: LOL
17:48 Monstrata: SECRETPIPE?!?!?
17:48 Secretpipe: omg
09:44 Gero: normal-sliderslide2.wav
09:44 Gero: delete it cause is not being used in your set
09:45 Secretpipe: o:
09:45 Secretpipe: Really?
09:45 Gero: yes
09:45 Gero: I wont pop that, don't worry xD
09:46 Gero: that's all, update it
09:47 Secretpipe: modding in a friend's place is awesome woo
09:47 Secretpipe: lemme fix it!
09:48 Secretpipe: forgot to fix it
09:48 Gero: alrighty
09:48 Secretpipe: thanks moero \o
09:49 Gero: already updated?
09:49 Secretpipe: imm updating
09:49 Gero: alright =w=
09:51 Secretpipe: done o:
Fii wrote:
QUALIFIED
Lanturn also raises some valid points which should be considered before requalification. After that feel free to call back your BNs to get this restored.Ranking Criteria wrote:
Hitsounds from notes and sliders must be audible. ... Finally, you cannot silence both slider ticks and slider slides together.
Zerss wrote:
heheSecretpipe wrote:
2 months nice speedrank