Quote: appleeaterx
Let's get to the set itself.
[General]
Let me know if you decide to fix things and I'll see what I can do!
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Thanks for this mod apple >//< I hope I covered the slider-node issue thoroughly.
EDIT: Removed the quote so the images load better.
my 2c on this
I feel really bad if the sliders in this map do not satisfy your usual 3°-tilted and slightly-curved ones, but if it really bothers you to that degree; feel free to play estellia's version or, even if you can't, map it yourself. I know that puffy answer is really lame and overmeme'd, but when I browse through the thread, the main message from some people I get is: I don't like it, I think it's ugly, so it must be ugly to everyone. I think that 'map yourself' is perfectly applicable to this situation in this case.
If this map can make you write essay-lengthed posts where you try to override your own standards and style on someone else's set, then maybe it is just as pathetic as modern art has gotten.
You guys made your point clear; you do not like the map. People do understand that after the first post or two - if you have a big problem with any of these issues, feel free to contact the mapper yourself and talk in private, instead of repeating the same message by spamming this thread with highly-subjective self-centered opinions.
Yes, this ranking process is mostly community-driven, but the ones who gave critique are not the whole community, now are they? If there are a handful of people who can also enjoy this, and this fits the current RC objectively, I don't find this set a problem.
If this map can make you write essay-lengthed posts where you try to override your own standards and style on someone else's set, then maybe it is just as pathetic as modern art has gotten.
You guys made your point clear; you do not like the map. People do understand that after the first post or two - if you have a big problem with any of these issues, feel free to contact the mapper yourself and talk in private, instead of repeating the same message by spamming this thread with highly-subjective self-centered opinions.
Yes, this ranking process is mostly community-driven, but the ones who gave critique are not the whole community, now are they? If there are a handful of people who can also enjoy this, and this fits the current RC objectively, I don't find this set a problem.
Let's get to the set itself.
[General]
- I don't think 100% accurate timing can be achieved with this song, but I assume you already made the final timing changes?
- Are you still going to change the HP? Okay i'll change this now. I think i've testplayed the diff enough now lol.
- Still my doubts on metadata. マキシマム ザ ホルモン vs. マキシマムザホルモン and Maximum the Hormone vs. MAXIMUM THE HORMONE. I hope you can confirm this. The spaces don't really matter, but removing them is better so I'll do that. Also ALL CAPS seems to be how they are stylizing their name so i'll do that too.
https://twitter.com/MTH_OFFICIAL
http://www.55mth.com/pc/index.php
http://www.55mth.com/pc/discography/
http://www.maximumthehormone.jp/news.html
- 00:28:922 (1,2,3,4) - Feels cramped compared to other patterns in this section. True. Made this less cramped.
- 00:40:119 (2) - Not sure what you're trying to emphasize with this note. The vocal slip is too vague to me, while the guitar is still 1/3. Ehh, At first I wanted the triplet there to maintain that 1/2 clicking rhythm, cuz starting on a red tick felt off to me in terms of clicking rhythm, but It's actually not as bad as I thought, so I just removed the triplet and made 00:39:852 (6) - a repeat slider instead lol.
- 00:41:339 (5,3) - Hmm.. had trouble reading this, perhaps because both the head and end of (3) are covered by (5). Not too problematic, but (3) is already appears when (5) is still active... up to you.. I changed the shape of slider 5 so it's easier to see 3.
- 00:43:260 (5,1) - For both emphasis, flow and readability. I think it's best to separate these two a bit more.`Added some much needed triangles here.
- Note: This is going to be for Shiirn/other people who want to better understand my intentions for slider-nodes as well00:45:199 (1) - Trimmed the ends and removed unnecessary white nodes. 00:50:493 (2) - Trimmed it down too. 01:40:522 (8) - Here too, trimmed it down 01:52:133 (1) - This one's intentional and I think the design is pretty good actually x__x02:14:447 (2) - Reduced some reds and whites02:15:026 (1) - Changed some of the nodes. Basically i made the angle change between red nodes less sharp so theres less of an effect on apparent slider speed 02:16:532 (3) - I think this one's fine though, since it's just a slight bump. 02:23:625 (1) - This one's fine too, since the red nodes aren't changing up the slider's apparent speed. It'll play just like a blanket slider with the same speed, except the edges are sharp.02:30:920 (12) - Made them mostly white nodes instead.02:40:786 (5) - This one's just a bump too so I'd like to keep xP. For once, I can agree with Shiirn a bit. The last two red notes are impossible to actually see it's affects on the slider body, but I feel they do affect SV somehow. Considering the rules have remained untouched concerning sliders like these, maybe simplify it a bit. The other slider mentioned, should be considered to be simplified, that's all. I was imitating some of val0108's sliders tbh xD. Basically, sliders have a consistent SV which we can't alter. What we can do, is use red nodes to alter the apparent SV which is what SV will feel like to players. Having red notes up and down in a zigzag formation perpendicular to the slider will cause the slider to scrunch and slow down, as (given a horizontal slider) there is now more Y axis for the slider to cover. My intentional wasn't to change the apparent SV, it was just to create a lot of small bumps and wonky slider paths. White nodes only increase the formula for a slider curve, but they don't actually end a curve function in a slider, only red nodes and slider-ends do, so in a sense you could get a slider with 40+ white nodes all scrunched up together, and be able to replicate the speed of the slider with just one white node. The second slider with one white node would just look a lot cleaner, but SV and apparent SV remain unchanged. The difference is when more red nodes come into play, because they can actually create apparent SV changes. So I think the majority of my changes here were to make these red nodes as subtle as possible. IE, when they are used, they don't create angles that could make the slider appear slower than necessary. From the images below, you can see that white nodes, despite there being a lot more, have a much lesser visual effect on the slider's apparent velocity, whereas red notes, because they end curves, end up having a much larger effect.
- 00:56:971 (4,5) - Small angled jumps like these play quite awkward on lower BPM, so I doubt they play nicely on high. Seeing that the angles of previous patterns were pretty sharp, maybe do that here too. Easy fix
- 01:37:630 (5) - Seeing other jump patterns, kinda expected a larger jump here instead of one straight line to emphasize the guitar. Fair enough, changed to something normal xD.
- 01:38:058 (1,2,3,4) - 02:26:362 (1,2,3,4) - Completely up to you, but maybe some readability issues in the kicksliders can be solved with having NC pattern consistent of 4 objects each. (would really help with stuff like 02:26:778 (5,6,7,8,1,2,3,4) - etc.) I'd prefer to keep the NCs how they are. Idk, i don't think NC'ing will help with readability in this case, so i'm using the NC's to show how the kicksliders will play. When there's an NC theres a change in flow/movement from up/down to rotational, or left/right etc...
- 01:41:058 (1,2,3,4,1,2,3,4,1) - lol this on high bpm doesnt look smart tbh (tho if a player CAN fc the rest of the diff, this should be really doable if the player is at that level) Hey that's my reasoning too. But I think the pattern can still work on high bpm. It works as a nice ending to all the 1/4 kicksliders and I think the song is kinda building up to this point.
- 01:46:197 (3,1) - 01:50:506 (3,1) - etc. Due to this being 300 BPM tapping + red line earlier than red tick, I find that this might be hard to catch. Either closer or slider-based jump instead feels more right to me. Maybe it's just me... Made them closer. I already NC'ed them for better readability but yea i think i should supplement that with spacing too.
- 01:47:749 (3) - left out on purpose right? just asking lol Yea this one's too close. I made 3 farther away tho.
- 01:59:570 (1) - Sounds like it's almost blending in with the cymbal crash itself, would raise volume for this object. Raised
- 02:02:564 (2,3,4,5) - Considering the intensity of the sounds, kinda expected larger spacing tbh. Maybe use 1.1x like 02:09:830 (2,3,4,5) - ? I think the 90degree-ness of these squares are enough. Its coming out of a slow section so I don't want to make it too drastic just yet. The next section is really alternator-friendly, and you can even single-tap it with relative ease because of the rhythm, so I think the low spacing here is better since the rhythm density already contributes a bit to overall difficulty. The second one leads into a more intense section so yea, larger spacing.
- 02:21:427 (4,5) - Feels weird since it's so close to the slider end... up to you. I kinda like this xP.
- 02:24:229 (3,4,5,1,2,3) - Sounds off. (especially (4) and (3, next combo)) Fixed.
- 02:29:206 (4) - Compared to most other overlaps, this slider is like 75% covered, unlike others which are still -kinda- readable. Made it less covered.
- 02:43:239 (1,2,1,2,1,2) - Wish you made the custom stack a little larger in spacing (like 02:39:686 (1,1,1) - )nso you can actually see the NCs lel, they are readable on it's own, especially since most skins do not have 300 skinned, but the stack with the previous stream doesn't make this exactly more comfortable. Sure.
- 04:49:418 (1) - Unsnapped. Report me.
Let me know if you decide to fix things and I'll see what I can do!
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Thanks for this mod apple >//< I hope I covered the slider-node issue thoroughly.
EDIT: Removed the quote so the images load better.