yay congrats!
really should take these into considerationpishifat wrote:
DONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALSDONT KEYSOUND WITHOUT HITNORMALS
please
general
dont keysound without hitnormals
normal
02:14:899 (1) - it fits so well but it's so anti-lowest-difficulty-gameplay-feature-nonsense
...and most people would argue stacks under slidertails
ranking requirements are fun
IamKwaN wrote:
To provide appropriate and adequate feedback to players, default hitnormals should be included.
Good for CTB.IamKwaN wrote:
The 1/4 kick slider at the end in Normal is beyond acceptable in the lowest difficulty. Even though it fits, it is very challenging for players to read the continuous reversed arrows. We expect something trivial and apparent as it serves as the lowest difficulty in the set. Please replace it with a long slider or a spinner or something else player-friendly.
For keysounding, imitating each piano sound is barely audible because they literally sound the same. To provide appropriate and adequate feedback to players, default hitnormals should be included.
Good luck for requalification!
SrSkyPlayer wrote:
Serendipity
01:30:899 (1) - why not nc here too? fuk.
you can combine both the hi-hat hitnormal and the hitnormals you have to a single sound to not change a single thing about it, though. You don't even have to spam whistles, it just seems odd after 01:14:327 - which has constant hi-hats for hitnormal feedback to then basically change to barely any hitnormal except for 01:44:542 (5,6) - and a few others in the section which sound super random as a result.Kroytz wrote:
Keysounds:
Talked with Kwan.
It's viable enough to be acceptable. Normals would ruin the sounds (mind as well delete them in that case). Applying it to whistles will destroy custom-hitsound muters to hear a bunch of whistle spams. It would also hinder my regular whistle usage.
It is unrankable, if there is no proper feedback provided, we really don't need to discuss that. Also, quit comparing your maps to what's already ranked, because they literally don't matter in this case.Kroytz wrote:
It most definitely is not unrankable and if it was, you would've raised your voice 2 months ago when a similar keysounded map got qualified. But you and Okorin kept quiet so I don't understand why the sudden disdain. (I'll also just throw in the fact that the keyboard used for this song provides Hard keys compared to my former map which used Soft keys. Theoretically, it'd provide more feedback but that's beside the point.) In any case, as I've said to multiple users now, if a player doesn't like them then they can disable. It matters to me 0%.
What I try to achieve with the keysounds is to reflect the song back in my map. Because as a mapper - an artist if you will - I'd like to finish this project having the feeling of completion. If I could, I would find or make a SB for this but learning from past experiences, I'm better off sparing myself that trouble. If I could, I would hitsound all the other tiny sounds in the song but I'm currently unable to do that due to hitsounding limitations, so this is my next best compromise while keeping my intentions for this map.
I said to you Okorin: "It's amazing how when a map is subtly keysounded, nobody bats an eye. But when a majority of it is, people start to raise concern."
I can list many maps that utilize raw keysounds in excess or sparingly, and find people who have had 0 issues. Okay... so let's multiply that x however many sounds is needed for Paraclete and the idea is still the same. Perhaps it is because almost nobody does this and the idea of it seems both foreign and ludicrous. Maybe even as foreign or ludicrous as mapping with only horizontal sliders to Large grid. But let that be for a separate discussion.
You can enjoy (or not enjoy) however you wish to, there will be those who have a personal vendetta against keysounds and those who have a liking towards them. It matters to me not. What matters to me most is that I've completed what I set out to do to the best of my ability while following the ranking criteria as best as I could.
@Irre:
I + A = 1/4 slider.
E = Stream. Consider this the Extra that was meant to be. If Seren didn't exist, this would be fine.
Seren = Stream. Consider this as the evolved Extra, the bonus boss battle you face only after you've beaten the game. This is why this difficulty is 95% streams and is keysounded- because it's the Extra taken to the next level.
audible ✓Kroytz wrote:
Low feedback and silence are two very different things. This is practically gray area and only refutable by the QAT's personal ideologies.
I would've expected more neutral stances as to come to a resolution stated clearly within the RC.
audible ✓
silent ✗
Your bias against keysounds make this all the less a legitimate claim.Irreversible wrote:
audible ✓
feedback ✗
rankable ✗
just do what vinxis said