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Camellia - Exit This Earth's Atomosphere

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Side
I don't think those sliders can really be misread. While it's not as noticeable, the sliders themselves actually make a pretty good indication of how the slider plays out here
The center is a bit darker so it kinda already drawer the path the slider could take which would probably be more twisted if it somehow went the other way if that makes sense. Applies to the second slider as well.

The other thing is sliders snake out by default so it tells you how the slider will go. It's pretty hard to misread especially the second slider. Even without considering the snaking effect which is normally not disabled anyway, this small S curve is a lot more plausible than the alternative you describe as shown
Hard to explain sorry but that alternate angle you display with the arrows is pretty unrealistic based on how sharp this looks

Not up to me obviously but I really doubt these can be misread much less at this level.
play rainworld








psst it's sarcasm
melloe
in my opinion the first slider is perfectly clear

the second slider is trickier, but only on sightread. the SV is rather fast and much increased from that of the previous slider, so the player will be caught by surprise and will be struggling to keep up. the player won't have time to examine every curve and sharp angle of the slider to discern the sliderpath. furthermore, it'd be much more intuitive to continue on that counterclockwise path and keep going to the right rather than down.

i personally didnt have any trouble with that slider but i can see why others might, it's a bit tricky
Topic Starter
rrtyui
For the first slider, ok I changed this because well That's no much influence for this visual beauty.
For the second slider, I denied this. I wanna mention about it.


What do you think about this slider's path? It's conceivable that it's just two pattern, this and this. However a player doesn't consider the latter path normally from experince (especially If it's the ranked maps, They no more consider that path. I will tell you the details later. ).

There are the overwhelming difference of theirs possibilities. If you use the former path, You absolutely can't avoid this form. but The letter, You don't need to put like that necessarily. (I mean you can choose other many different versions like this or maybe unrankable? (btw I can say osu!'s ranking criteria is known well to player. At least it should be considered potentially when they are playing. ) )

Can you consider this path nowadays? They should have looping movement because The arc are really recognizable than this.


then, Take a look at the second slider. For the above theory as i mentioned before I cannot consider this. It's weird. Default version is just use the S-curve and the easy arc, but They don't.
btw as you have mentioned Why i didn't consider the smooth curve? well Side already pointed them out but please look at this. I think if you consider that curve. The slider should be the form like this.
well I have understand why this problem is happened, but I still think the blue line movement is not plausible for avobe reason.


in the end, I don't think it's not suitable because still ambiguous / possible. If so, you can no longer make a crossing slider.
I hope your understanding.


btw actually I like the repeat sliders but It may happen ton of shit by the reason of the place of time lol On the whole i think It's potentially FCable enough for players nowadays. I'm generous. xppp

also thanks for posting your opinion. :)
melloe
02:07:141 (1,2,3) - y-values are 208, 193, 179 (should be 178)
02:07:847 (1,2,3) - y-values are 188, 172, 157 (should be 156)
02:09:965 (1,2,3) - x-values are 269, 255, 240 (should be 241)
02:12:788 (1,2,3) - y-values are 324, 309, 295 (should be 294)
02:13:494 (1,2,3) - y-values are 273, 290, 306 (should be 307)
02:18:435 (1,2,3) - y-values are 15, 165, 318 (should be 315) x-values are 276, 262, 254 (should be 258)
02:19:141 (1,2,3) - y-values are 15, 165, 316 (should be 315) x-values are 254, 262, 268 (should be 270)
02:21:259 (1,2,3) - y-values are 20, 171, 323 (should be 322) x-values are 240, 253, 265 (should be 266)
02:24:082 (1,2,3) - y-values are 27, 178, 330 (should be 329) x-values are 236, 249, 261 (should be 262)

02:25:141 (1,2,3) - y-values are 34, 186, 337 (should be 338) x-values are 223, 210, 194 (should be 197)
02:25:494 (1,2,3) - y-values are 37, 188, 337 (should be 339) x-values are 198, 172, 142 (should be 146)
02:25:847 (1,2,1) - y-values are 32, 180, 326 (should be 328) x-values are 169, 130, 88 (should be 89)
for the above 3, maybe you can just copy 02:24:788 (1,2,3) - and use rotate

02:30:435 (1,2,3) - y-values are 156, 171, 185 (should be 186) x-values are 442, 262, 81 (should be 82)
02:32:553 (1,2,3) - y-values are 132, 150, 165 (should be 168) x-values are 464, 259, 52 (should be 54)
02:35:376 (1,2,3) - y-values are 324, 309, 295 (should be 294)
02:36:082 (1,2,3) - y-values are 273, 290, 306 (should be 307)
02:41:729 (1,2,3) - y-values are 19, 191, 362 (should be 363) x-values are 256, 270, 283 (should be 284)
02:46:671 (1,2,3) - x-values are 272, 264, 252 (should be 256)
02:47:377 (1,2,3) - x-values are 252, 244, 228 (should be 236)

most of these are just one pixel off, so it shouldn't matter, but some are off by a lot
Topic Starter
rrtyui
all fixed thanks melloe for responding to my request :DDD
Kyuukai
The offset at the beginning is all wrong, it should be 1980. The sounds of sliders doesn't follow any sound of the instrumental atm
Doguu
idk what happened but a recent update made me have to change my offset by -40 or something
Shiguma

Cthulhu the Dog wrote:

idk what happened but a recent update made me have to change my offset by -40 or something
Redownload the map, he changed the mp3
Zappy
Very satisfying map to play. (or atleast trying to)
Monstrata
Alright, finished rechecking, and I'm happy with the map now.

Bubbled~!
Athrun
wait, what
Sorose
Is this where we start hyping?
Weber
:thinking:
Anxient
monsy pls stop making me like and not like you

its not good for my heart :C
Kimitakari

Monstrata wrote:

Alright, finished rechecking, and I'm happy with the map now.

Bubbled~!
????????????????????????????
Artorias_DELETED
>wut

noice
Spaghetti
call me for heart
fieryrage
wot
Kappadar
rrtyui hype
Renumi
fucki gn fh ype
_DT3
Waaaaaaaaaa
-kevincela-
:) :arrow: 8-) :idea:
-Visceral-
[General]
  1. Disable Widescreen Support since there is no storyboard.
[Evolution]
  1. 00:25:318 (1,2) - I'm having trouble understanding why the spacing here is so high. This is the only time in this rhythm that the spacing is this massive. Other examples of the same sound are 00:30:965 (1,2) and 00:32:376 (1,2)
  2. 01:24:082 (2,1) - In such a slow part, 3.94x spacing feels too massive, especially taking into account the complexity of the slider.
  3. 02:38:729 (1,2) - I feel you should have the same rhythm as 02:37:318 (1,2,3) since these 4 measures are mapped to the clap sound, and it feels weird to have 02:38:994 be the only clap sound that isn't represented by a clickable object.
  4. 02:50:023 - I feel the change to linear flow should be here as opposed to 02:50:376 since the first falls on a downbeat and feels much more natural to play. There is no reason to change flow so drastically where you did.
  5. 04:42:788 (4) - Offscreen. Unrankable.
I don't understand how you map so well
[-obee58-]
SV HYPE!!! UNDERRATED
Matrix
now wait for next bubble xD hype!!
Monstrata
04:42:788 (4) - Offscreen. Unrankable. This is not off screen. It's just Ai-Mod.
-Visceral-

Monstrata wrote:

04:42:788 (4) - Offscreen. Unrankable. This is not off screen. It's just Ai-Mod.

O what the holy ok
GRR SNARL GROWL
whn u get cucked by aimod//
-Visceral-

Squilly wrote:

whn u get cucked by aimod//
Yea my bad lmao.. learned something new though
Topic Starter
rrtyui

Smoothie World wrote:

[General]
  1. Disable Widescreen Support since there is no storyboard.ok.
[Evolution]
  1. 00:25:318 (1,2) - I'm having trouble understanding why the spacing here is so high. This is the only time in this rhythm that the spacing is this massive. Other examples of the same sound are 00:30:965 (1,2) and 00:32:376 (1,2) ok.
  2. 01:24:082 (2,1) - In such a slow part, 3.94x spacing feels too massive, especially taking into account the complexity of the slider. ok.
  3. 02:38:729 (1,2) - I feel you should have the same rhythm as 02:37:318 (1,2,3) since these 4 measures are mapped to the clap sound, and it feels weird to have 02:38:994 be the only clap sound that isn't represented by a clickable object. ok.
  4. 02:50:023 - I feel the change to linear flow should be here as opposed to 02:50:376 since the first falls on a downbeat and feels much more natural to play. There is no reason to change flow so drastically where you did. because I wanna put a triangle (02:50:612 (3,3,1) - ) here for emphasis coming strong sound (02:51:082 (1,1,1,1,1) - ) and four arcs (02:50:259 (3,1,2,3) - ,02:50:729 (1,2,3,1) - ) is working here for smooth moving. (imo if it's like three arcs, It may happen more unnatural moving than other parts.)
  5. 04:42:788 (4) - Offscreen. Unrankable. it's obviously not.
I don't understand how you map so well
also fixed a few things (stacking, slider shape etc).

Thanks for modding. I'm loved <3
Monstrata
Rebub, thanks Smoothie World!
Santeri
soon™
play rainworld

"If non-standard slider velocity multipliers are used, they must be announced in the beatmap description during the modding process."
Shiirn
I don't think anybody's ever really obeyed that part of the rule (mentioning in beatmap desc) at any point in time.


Besides, slider velocities don't need to be changed in the .osu: You can change them by swapping to Taiko mode and back. Taiko allows for under 0.5 and over 2.0.
sahuang
Mod as promised.

[Evolution]
  1. 00:34:847 (3) - 00:35:023 (4) - 00:35:553 (7) - and 00:35:729 (8) - I think it's better for you to ctrl+G them. The current flow for 00:34:671 (2,3) - and 00:35:023 (4,5) - 00:35:376 (6,7) - is awkward...imo it follows music better if you ctrl+G those sliders as well.
  2. 00:35:200 (5) - NC this pls
  3. 01:08:376 (3,1) - 01:19:671 (3,1) - I don't think it's a good idea to stack here. Clearly there's much higher piano sound for 01:19:847 (1) - and 01:08:553 (1) - ,stack just breaks the flow.
  4. 01:19:847 (1,2,3,1) - it's not reasonable to suddenly have such big spacing when music is still much much calmer compared to the rest of this song.
  5. 01:58:494 (1,2) - spacing is too big. Actually 01:58:671 (2,3) - is 1/2 and 01:58:494 (1,2) - is 1/4 but you use an even bigger distance,which is really misleading.
    01:58:847 (3,4,1) - this is a much better spacing to play compared to 01:58:494 (1,2,3) - btw.
  6. 02:03:435 - to 02:03:965 - mind explaining a bit why use those green line sv? You go from 0.9x to 1.0x then drop to 0.3x...it's really weird cuz music is actually more intense here. Also if sv changes are so noticable (0.3x to 1.0x range) then you should probably NC.
  7. 02:04:141 (1,2) - can use lower sv such as 2.5x and 3.5x. 4.15x is just tooo high to let players do the multiple reverse slider properly imo.
  8. 02:15:082 (2,3) - avoid overlap,maybe put 02:15:788 (3) - downwards a bit, around 300|373 should work.
  9. 02:24:788 (1,2,3,1,2,3,1,2,3,1,2,1) - very interesting to play, nice!!
  10. 02:33:613 (3,1) - 02:44:906 (3,1) - They seem to be inconsistent..you didn't map 02:33:700 - before but mapped it afterwards.
  11. 02:50:612 (3,1) - distance is too big, it's 170bpm and 1/3 here..i think you should reduce distance a bit, compared to 02:50:847 (2,3,1) - etc. it's a bit overdone.
  12. 02:51:171 - why 1.3x here? it's meaningless to change ds when 02:51:082 (1,1,1) - are all 1.4x..and also no need to spam NCs on 02:51:171 (1,1,1) - .
  13. 03:14:730 (5,6,7,8) - messy here due to overlaps,think you should move 03:15:082 (7,8) - elsewhere like 03:03:611 (6,7,8) -
  14. 03:56:376 (1,8) - this part you are reducing SV, but similarly 02:03:435 - to 02:03:965 - you use different sv settings. I strongly recommend you use same sv as the music is exactly the same.
  15. 03:57:082 (1,2) - same as above
  16. 04:39:788 - stick to 2.0x pls, no need to use 2.05x here.
  17. 00:28:839 - unsnapped green line. Should be 00:28:847 -

Very interesting map to play, poke me when done~
Otosaka-Yu
頑張ってrank!
Topic Starter
rrtyui

sahuang wrote:

Mod as promised.

[Evolution]
  1. 00:34:847 (3) - 00:35:023 (4) - 00:35:553 (7) - and 00:35:729 (8) - I think it's better for you to ctrl+G them. The current flow for 00:34:671 (2,3) - and 00:35:023 (4,5) - 00:35:376 (6,7) - is awkward...imo it follows music better if you ctrl+G those sliders as well. umm i understood your opinion but i still like current angle design. hard to explain but i feel it has such a stability. but i did a minute adjustment. i hope it's now better...
  2. 00:35:200 (5) - NC this pls it maybe just messy combo in terms of appearance... i wanna keep this.
  3. 01:08:376 (3,1) - 01:19:671 (3,1) - I don't think it's a good idea to stack here. Clearly there's much higher piano sound for 01:19:847 (1) - and 01:08:553 (1) - ,stack just breaks the flow. it's designed pattern. it rather emphasize the next higher sound.
  4. 01:19:847 (1,2,3,1) - it's not reasonable to suddenly have such big spacing when music is still much much calmer compared to the rest of this song. fixed.
  5. 01:58:494 (1,2) - spacing is too big. Actually 01:58:671 (2,3) - is 1/2 and 01:58:494 (1,2) - is 1/4 but you use an even bigger distance,which is really misleading.
    01:58:847 (3,4,1) - this is a much better spacing to play compared to 01:58:494 (1,2,3) - btw. is it really? the same rhythm pattern (01:55:671 (1,2,3,4) - ) is used before. I think it's still easy to understand.
  6. 02:03:435 - to 02:03:965 - mind explaining a bit why use those green line sv? You go from 0.9x to 1.0x then drop to 0.3x...it's really weird cuz music is actually more intense here. Also if sv changes are so noticable (0.3x to 1.0x range) then you should probably NC. fixed.
  7. 02:04:141 (1,2) - can use lower sv such as 2.5x and 3.5x. 4.15x is just tooo high to let players do the multiple reverse slider properly imo. after getting some testplays, i didn't have found a combobreaker here... also i wanna keep this circle appearance.
  8. 02:15:082 (2,3) - avoid overlap,maybe put 02:15:788 (3) - downwards a bit, around 300|373 should work. changed.
  9. 02:24:788 (1,2,3,1,2,3,1,2,3,1,2,1) - very interesting to play, nice!! thanks ;)
  10. 02:33:613 (3,1) - 02:44:906 (3,1) - They seem to be inconsistent..you didn't map 02:33:700 - before but mapped it afterwards. yep it's no consistency but there is a strong sound... i've realized it's easy way to understand that stack them (02:33:613 (3,1) - ) as they have different rhythm.
  11. 02:50:612 (3,1) - distance is too big, it's 170bpm and 1/3 here..i think you should reduce distance a bit, compared to 02:50:847 (2,3,1) - etc. it's a bit overdone. it's the peak of the kiai and there is spaced streams(?) before. i don't think it's overdone.
  12. 02:51:171 - why 1.3x here? it's meaningless to change ds when 02:51:082 (1,1,1) - are all 1.4x..and also no need to spam NCs on 02:51:171 (1,1,1) - . fixed. but i would keep NCs because it's suddenly 1/4 imo.
  13. 03:14:730 (5,6,7,8) - messy here due to overlaps,think you should move 03:15:082 (7,8) - elsewhere like 03:03:611 (6,7,8) - well it's ok i wanna keep the consistency of spacing (03:14:906 (6,7) - and 03:03:611 (6,7) - )
  14. 03:56:376 (1,8) - this part you are reducing SV, but similarly 02:03:435 - to 02:03:965 - you use different sv settings. I strongly recommend you use same sv as the music is exactly the same. changed.
  15. 03:57:082 (1,2) - same as above
  16. 04:39:788 - stick to 2.0x pls, no need to use 2.05x here. fixed.
  17. 00:28:839 - unsnapped green line. Should be 00:28:847 - fixed.

Very interesting map to play, poke me when done~
thanks for modding. much reds... but i hope your understanding.
also fixed some hitsounding bugs.
Lunicia
in the tags, there are two drumsteps, delete one of them :P
Ambrew
This is a great map and all, and I love the aesthetics about it... but honestly is this even remotely FCable?
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