I think this is pretty good in it's own right.
ay dont put words in my mouth. im only suggesting parts that couldve been mapped better.Naitoshi wrote:
ty for mod Anxient, will consider ctrl A + del
im sorry for voluntarily trying to help (which is something nearly no one does anymore, by the wayNaitoshi wrote:
I didn't ask for Shiirn's opinion in the first place. (Or yours for that matter)
Naitoshi wrote:
(Though, you don't realize how untrue your tldr is when that person causes a mess like this.) You're just adding to the mess for w/e reason
Natsu wrote:
Hi from my queue
Complex:hope this help you a bit, can't mod it in deep, because I don't know what will be your reply to this ^
- 00:08:411 (1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3) - under my personal opinion, I don't agree with this pattern, its true that you are adding NCs to make it more readable, but still is not really comfortable to play (for me), so I really suggest you to keep the spacing consistent for different gaps in the time line, this part will become more enjoyable to play. (yes I can SS current part, but doen't feel comfortable to play for me) There's so many conflicting statements about this though. Even if I changed the entire beginning to be ds-consistent, it would be just as readable, more robotic, and people would still complain about how "blue ticks are hell" and that the map is "unreadable" because "circles." Though, I feel people have pulled crap like this off and on a much larger difficulty scale lmao. As is, I enjoy how this plays and looks and the NCs definitely make it readable enough. As this pattern is the premise of most of the map, I feel if people don't find it interesting or completely hate it, then they'll just hate the entire map for the same reason that they hate this pattern anyway.
- 00:19:706 (1,2,1,2,3,4,5) - the way your comboing its placed there doesn't make sense with the song rhythm, also doesn't follow a pattern in the mapset, tbh I can't understand how your combos work, because they don't follow music melody or a certain pattern, but seems randomly placed to me, do you mind explaining them? Well you're wrong about the first parts. I NC every time there is a change in density there. So if you are about to switch from 1/1 to blue tick rhythms, there will be an NC. for example I'd say you are missing a NC in 01:25:970 (6) - according to your other ones 01:23:147 (1) - 01:20:323 (1) - etc 02:35:941 (1,3) - etc, anyways I see many cases where combos don't follow a pattern or the music. I guess I forgot that one NC. There is a definite pattern to the NCs though. Please give it a look. (Usually every second blue tick<-- Like half of a phrase) So I don't have to see numbers going to 12.
- 00:31:000 (1) - if I were you, I'd make two 3/4 sliders, so we can fit both strong sounds at 00:31:000 - and 00:31:353 - and fit the nice hold song in the music: I always thought about it while I was mapping it. But, I felt that not enough tension was released when I mapped it that way. (And the slider there has a sexy cursor-dance flow<3)
- 00:31:706 (1,2,3) - basically same spacing at different gapsm they are usually not intuitive to play, due t o obvious reasons, but seems you did build the map in that way, I'd not say ¨its bad¨, but personally I feel the spacing is not nicely done and as a player i feel myself not comfortable when playing certain similar patterns (I'm able to play the map properly). 00:43:794 (4,5,1) - 1 is even short spacing, despite having a bigger gap in the timeline I did decrease spacing between 1 and 2 a bit, but I'm certain if I mapped the spacing there while restraining the objects to ds that it'd feel a ton worse than it does now.
- 00:40:529 - clap sounds super bad and disturbing the song melody, maybe its an error? .... What?
- 00:52:882 (1,2,1,2,1,2,3) - this its pretty cool, even tho the last part being 3 objects its a bit inconsistent, maybe I'd add nc on 3, mainly because follow your pattern and the sound at 3 is fairly stronger than in 2, for example you did that on 02:45:823 (1,2,1,2,1,2,1) - oh oops
- 00:53:588 (1,1,1) - another pattern that is really uncomfortable for me are those slow slider and the big 1/4 jump, they break combos or make you hit 100 I absolutely love the fast-snap gameplay for these. Not something that can be played lethargically I guess...
- 02:23:235 (4) - shouldn't be at NC here cause of the sv change? tbh make sense with other parts were u did spam combos, because of sv changes. The reason that there is no change here is because the electronic noise remains constant throughout the phrase. I'd usually only change if there was a change in wub
- 03:28:882 (5) - add NC like you did at before parts? ok
- 03:45:117 (3) - mising nc like you did in the before part 01:52:176 (1) - ok
- 04:53:235 (8) - 04:56:059 (8) - 04:58:882 (10) - in first place this doesn't look as a slider, but as hitcircle, second you need to click this slider early in order to not break combo there, are you sure you want to piss off players after almost 5 mins of gameplay? usually in cases like this we do a simple rhythm who the fudge is "we"?, 1/8 This snap is so clunky to play and work with too... and 1/8 doesn't make any rhythmical sense in context and the feedback is pretty trash :/ would work as well and playability will win , you can add more sv as well, even tho I'd just change the snap
If I'm going simpler, I'm going all the way. So it's been replaced by something simple. (single 1/4 slider)
CrypticMech wrote:
Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)
[The More Simple Than People Make It Sound Like Difficulty]
- For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
- 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion. Kinda confused on what you mean, but the rhythm will always follow the wubs. It's the same with the earlier sections, but this time the background wubs have a change (compared to earlier) in rhythm. And I've never used circles for any of the chibi wubs. (I need something more specific >.>)
- 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
- 02:12:647 (1) - ^
- 02:18:294 (1) - ^ That's exactly the pattern though. (There was one more you missed) But some of them follow .50 for extra snap to the next object. It's like emphasizing something by de-emphasizing something before it
- Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me. I think all sv patterns are consistent with their copies elsewhere in the map
- 02:47:588 (1) - Am I crazy or is this slider not symmetrical...? No it isn't, but idk if I was going for symmetry. I was going for "I WANT CRAB HANDS HERE" I could try to make symmetrical. Maybe it will look better?
- The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it). There really are no problems with the sv changes. It's not all about the numbers. And even it it were about the numbers, the sv changes are consistent relative to the other objects within the kiais and the other kiais
- 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO ooooooooo I agree! done
- 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far. There are so many unique sets of sliders in the kiais. This is just one of them. I'll keep the same until I can (stop being lazy) make a new unique set
- 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see what? I think they are
Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Nah mayne, I like this how it is. Stacks are bae.Harry wrote:
[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.
Nice map, good luck with it!
so when is it happening?Naitoshi wrote:
All rejected, fuck you
Monstrata wrote:
Complex
01:18:823 (6,1) - 01:21:647 (6,1) - Try and make the spacing between these transitions a bit different to indicate its a 1/4 gap between jumps instead of a 1/2 like 01:21:382 (5) - . A larger jump 01:24:470 (6,1) - like this is fine. As long as you can give some visual hint outside of NC'ing because that's not really reliable here. I changed the first one to make 6 closer to 1, but I feel the second one has enough left velocity to just flow into 1
01:35:235 (1,2,3,4,5,6,7) - Im not really a fan of how linear this stream becomes. Like, it kinda loses its flow and aesthetic from earlier. Try and make this S pattern more curved? I agree, that part of the stream deviates from its original premise. I change stream to be more curvy there
01:50:764 (1,2) - Not really liking how the curve of 2 doesn't really follow the visual flow from 1. Try stacking the slider with 01:50:059 (1) - 's head. Similar sound for similar location could work here. It was like this at first, but I changed it because I really like the cursor movements I can pull off from circle to slider. Something I couldn't pull off it was how it was originally
01:52:529 (2,3) - The sounds here are different from 01:52:176 (1) - because they have beats on the red tick too. I think you could try something different like kicksliders or something instead of using the same shape. I think the hitsounds and repeated motions are enough to emphasize the beats. I'd like to remain strictly 1/2 there
02:15:117 (2,3) - ^ 03:45:470 (2,3) - etc... if you apply
02:34:529 (1,2,3) - Not a good idea to do overlaps here. You are changing to a really different SV and that causes the slider to appear like it's on a different snap initially. If you overlap, it becomes even harder for players to tell that these are actually the same snaps as 02:34:176 (2) - I think this is a nice transition moment for the overall concept. The approach circles are close enough and the ar is high enough to where the player can read it just like the other transition 00:41:588 -
02:57:823 (1,1) - Really easy to break here due to the slider-tick at the end of 1. Can you arrange it in a way where it the player can play through the whole slider? Right now it benefits the player not to play it out, but the slider-tick creates breaks if they do. This is like the major complaint I've received from anyone about this map, unfortunately these sliders are a big part of the map's premise and there are much worse ones than this. It's something I can't really change because of the individual map's fundamentals >~> I really like the fast snapping and impact/hitsound slider flow though
03:19:706 (1,2) - Doubles instead? The red tick is the weakest beat here. Doublets are more interesting in terms of rhythm choice, and this map is all about non-standard rhythm choices. Would prepare the player for the doubles you use just after too. Hell yeah, edgy af
03:54:294 (1) - Huh... weird slider design but okay i guess xd Hell yeah
04:05:470 (3,1) - Unless you're expecting players to singletap those 1/3's, this jump is going to be really sudden for players xP. Can you make it less drastic? I feel its a really easy place to break. Yeah I understand the concerns here. This is probably the part that most will miss on, but I think players will do well on it if they alternate it tbh xd
04:16:176 (4) - No NC? Nah, we're still in wub mode. The other part wasn't nc'd either
[]
Interesting song. Allows for some very unusual rhythms that you rarely ever see in ranked maps nowadays. I don't really have any major concerns about this map. Some 3/4 patterns like towards the intro and outro seem a bit hard to read initially, but I think because of the nature of the song, players will naturally be more careful and aware of their rhythm. Call me back when you're ready then! Also, if you have metadata, would you mind linking it in your reply, thanks!