oh baby a triple
not actually too sure what you mean, but it sounds like you wanted to visual aspect of the break to sync up with some musical aspect of the song itself. in the section i'm talking about, the first break, there's a section where the music kind of holds its breath and the humming in the music stops, until 00:12:382 (1) - when the noise kind of comes back in and resumes, and that's where you set the break to end, which makes sense atmospherically. but when i first played the map, the whole timing of the break starting and ending seemed to be off jussst slightly, but the fading nature of breaks made this perceived mistiming a lot more conspicuous, in that first break as well as in a couple of the other longer ones. i think when you set the break to end at 00:12:382 (1) - that's when the background BEGINS to fade out, but i think it would be more atmospherically effective to have it FINISH fading out at 00:12:382 (1) -Monstrata wrote:
Theres the fade out yes. But what was most important for me was the health bar, and other objects on the screen fading out in sync to the music. It's true, the actual "break" doesn't begin until 250 ms after the initial break, due to fade out, but i'm aiming to snap the fade out and fade in with the music, not the break duration itself. Fadein-Fadeout being snapped maps more sense because it better relates to the theme of "transforming" and seeing a visual change in progress as you go from one section to another.Forlornly wrote:
regarding the breaks, i think you might have mistimed them a bit. looking at the timing points in the notepad i can see what you're going for, but i think there's a bit of a delay between where the breaks theoretically start/end and where they actually and visually start/end, probably because they fade in and out
like in the first break, set to 11003,12381, it's set to start at 00:11:003 (1) - and end on 00:12:382 (1) - which makes perfect sense, but watching-GN's play of it it looks instead like it starts on 00:11:262 (2) - and ends on 00:13:244 (5) - and this seems to be the case on a few of the other breaks, but not all of them.
Thanks for your time though!
Actually, I was being serious. You know, second aspire contest?xxdeathx wrote:
savage ^
Possibly. But I just tested it out in the Editor mode's testplay, and Auto plays it fine there. So that's good at least :pUnderforest wrote:
update your video graphics, maybe your pc is low-end
Get ready for both 5568 BPM and 1 BPM with 0.03 SVOnosakiHito wrote:
That static note at the beginning. lol
butterfly sliders. it's not possible FOR AN ACTUAL PLAYER due to missed sliderends. i don't think there's a way to pass it unless you're auto, so i'm requesting a HPD dropOkorin wrote:
which part is actually impossible to pass using hard rock? the star sliders, the butterflies or which because Auto can apparently deal with this map on HR
it is very intendedMancis wrote:
So, uhh I have a 1280x1024 monitor and I play fullscreen.
02:02:726 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - All of these triples at the end of the map are partially off screen, with the last one being almost completely off screen. Although it's still possible to hit them. Is this intended?
(how it looks on my end)
https://osu.ppy.sh/ss/5680727
http://osu.ppy.sh/ss/5680888
i don't think that's what he wants judging by what he's said earlier. i think hp3 would be a better fixOkorin wrote:
maybe making them part of the break would solve that too as far as im aware the break thing removes all hp drain from the respective section
we'll see what monstrata wants to do to it
its really hard-GN wrote:
the difference in challenge in passing it nomod is negligible, but making it possible to pass on HR adds another layer of challenge to the map, which the pro players would enjoy(i know i would).
Actually a good idea.riktoi wrote:
If you lower the hp BY 0.1 it is PASSABLE with hr.
let me just make a video real quickMonstrata wrote:
Yea, is there proof this is actually impossible to HR? Not "very difficult"?
auto can perfectly ss it, even with hrRemyria wrote:
THE AUTO CAN'T EVEN SS
This doesn't actually change how the slider is played though. The reason you're getting 100's isn't because of the slider's path, its the notelocking and slider-head window. Whether I have zigzags on the body or not, it won't affect the outcome because only the slider-head, and slider-tail are being factored in.-GN wrote:
http://gn.s-ul.eu/aeV188ZZ
i made a version of the map(deleted first 65 seconds) with a change to the butterfly sliders that makes it possible to pass even at HP7(HP5+HR, that is).
what i changed was:
i doubled the bpm of the shift that takes it to 1392 during the butterfly sliders, so every slider is twice as fast(didn't change SV multipliers). the bpm here is now 2784, which is half of the maximum used elsewhere, so it doesn't inflate it
then every slider after the shift has its length doubled by making red ticks that go in zigzag motion up and down through the middle like this, except in the middle of the slider so you can't see them.
you could try implementing this concept into the map yourself(or you know, copy the hitobjects part and do whatever cleanup you see fit) - in this case you don't actually need to change the HP(you could possibly even increase it) and everyone is happy!
this is an aspire entry, a mapping contest that breaks ranking criterial1mi wrote:
Really nice mapping, but why is it qualified? is it a new trend to place notes outside the board. (didnt even laugh at that point almost expected it)
return soon ez heroMillhioreF wrote:
I think it depends on framerate, too. Testing HR+Relax on my laptop, I need HP3.6 or lower to pass the butterfly sliders, but some people have reported luck with 3.8 or 3.9 - I'll test this more when I get home in a few hours.
that's not true, though. play a fast enough slider by holding only the start and the very end and you'll end up getting 100s anyway(might be dependent on framerate... or whether the slider isn't fast enough). Ekoro's shoe has a slider like this at the end which demonstrates that it doesn't necessarily mean i'm not hitting the sliderstart. spamming as hard as i can on a map with the current butterfly sliders on HT also results in a ton of 100s.Monstrata wrote:
This doesn't actually change how the slider is played though. The reason you're getting 100's isn't because of the slider's path, its the notelocking and slider-head window. Whether I have zigzags on the body or not, it won't affect the outcome because only the slider-head, and slider-tail are being factored in.
in all cases i'm aware of, the HP drain can only increase because of this, which is also true for the case you just mentioned. i doubt it has an effect on my edit, since i can pass it just fine even if that effect is present here.Monstrata wrote:
You mentioned deleting half of the map. That seriously affects HP drain too though. HP drain is really complex because it also takes into account the entire map's object density, as well as the NC frequency in the map, so removing half of the map already skews the HP drain substantially when comparing it to the full version. (Think of Cookiezi's spinner fail on my Road of Resistance map, except so much of the map was deleted, along with NC rhythms, that the map ended up draining more than it was supposed to. Here the song is shorter, and you've only deleted half, and not 95% so HP drain should be higher than it actually is).
why not? it's the perfect compromise here... i want it to be possible to HR the full map, that's all. nobody's gonna think worse of your map just because the butterfly sliders are upside down when played with a difficulty modifier the map wasn't intended for. the effect isn't lost, you can make out it's a butterfly even if it's upside down, there's nothing wrong with it.Monstrata wrote:
The GN slider-thing is just not something I want to do
Uhm, the rule exactly only says "without the NoFail mod", and doesn't mention any other mods... though admittedly, it'd be cooler if you can use any mod you want to pass the map.idke wrote:
one of the rules say "The map must be able to be completed without the NoFail mod required to pass it" and does not limit itself to nomod