lol Auto gets a higher acc when hr is on
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).