Considered, but I'll just add it to map description i guess. Anything under 3 characters isn't searchable anyways xD
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
the point i'm trying my hardest to make is that while it's not a requirement(even though i'd argue it should be), limiting the players because of the HP mechanic is a bullshit thing to do, as it removes an entire way to enjoy the map, and simply limits the challenge of the map for no good reason.Stefan wrote:
Generally maps are designed to be played on NoMod, therefore the argument HR doesn't work for this map is invalid.
i'm terribly sorry for saying this, but you have no basis for this - you're a rank 130k player. you don't get to claim this map isn't well suited for HR. 6 stars is way outside of your ability to judge playability of maps. because that's what you're doing, right?Stefan wrote:
If you're looking for pp or want to challenge yourself with HR Mod, look for another beatmap. This one doesn't suits well.
the map doesn't suddenly flip upside down when you're on nomod if the sliders are altered to allow HR passes, using the concept i illustrated earlier. the intended experience of the map does not change in this case, i just don't think players should be limited in this way.Natsu wrote:
I'm with monstrata in this case, the map won for the design and creativity in no mod, while mods are an important thing in game... in this case I think reducing the hp do more bad than good, since HR destroy the visuals of the map o.o.. and considering this is an aspire map, I guess is better to keep the mapper's way.
it's not the same thing. you should realize this. you remove the possibility of any HR scores reaching the top scores set on the map, an achievement that should (ideally) reflect the effort/ability put into the map by the players.appleeaterx wrote:
If Monstrata does not want to change the HP just for that, I feel that you have to respect his choice. You can always edit HP yourself if you want to play HR so bad.
that's rude. i'll have you know i had trouble passing apparition up until i finally did it yesterday night.Monstrata wrote:
You are far too high ranked to appreciate slowly getting through different stages of a map in an effort to finally get a run that passes it.
if you can't pass a literal impossible map with a mod, theres no challenge or a point to playing the map. really, there isnt a point to not let someone play a mod that was clearly implemented in the game to give experienced players a bigger challenge, even when it ruins the aesthetic value for a map because lets face it, it ruins the aesthetic value for every single map, and not only do most players not even give a single shit about the looks or beauty of the map, they mostly care about having it be playable. really, changing the hp to 3.5 or so won't make it less memorable, because though passing will be somehow easier, achieving a combo will still be as challengingMonstrata wrote:
If you can just pass everything, theres no challenge to different patterns, and it makes the map less memorable.