tag: stepmania Dump Dump Revolution 3 Project Memoria
why it's in tag
why it's in tag
it's in the stepmania pack Dump Dump Revolution 3Kuo Kyoka wrote:
tag: stepmania Dump Dump Revolution 3 Project Memoria
why it's in tag
whatRivals_7 wrote:
pretty sure having the "+" in a diff name isn't allowed anymore
or........ not?
Stepmania isn't an official game, just some kind of emulator, you can't add these tags because it doesn't related to this song. Example: like this song appear in osu!mania pack 89 so you must add tag <osu! osu!mania pack 89> in stepmania?Evening wrote:
it's in the stepmania pack Dump Dump Revolution 3
Project Memoria is the label
Fresh Chicken wrote:
Mark for qualify, Evening ET
*지금 몆몆 얘들이랑 대화를 좀 나눠봤는데 이맵 지금 상당히 반대가 심하네요;; 버블팝 들어와버리면 저도 막을수 없으니 이점은 참고해주세요
why not, there isn't any rule that states that it must follow a certain criterion, it appears in a pack from another game, who cares if it's an emulator? It's still related.Kuo Kyoka wrote:
Stepmania isn't an official game, just some kind of emulator, you can't add these tags because it doesn't related to this song. Example: like this song appear in osu!mania pack 89 so you must add tag <osu! osu!mania pack 89> in stepmania?Evening wrote:
it's in the stepmania pack Dump Dump Revolution 3
Project Memoria is the label
일단 해보는걸로Fresh Chicken wrote:
네 맞아요. 애초에 스탭매니아 패턴을 별로 좋아하지 않는 사람들이 많을 뿐더러 패턴이 노래에 비해서 무거운건 저도 동의하는터라 ㅋㅋ 저는 제 나름대로 도와드리겠지만 컴플레인이 들어온다면 저도 방법이없네요
Sorry. I heard that it was giving. After moddingsahuang wrote:
Pls don't give kds so many times in one map xd
감사합니다Fresh Chicken wrote:
[SHD]
00:02:123 (2123|3) - 전 개인적으로 이 노트 별로 안느껴 지는거같아요. 잭은 00:00:945 (945|3,1159|3,1373|3,1587|3,1802|3,1909|3,2016|3,2230|3,2445|3) - 이렇게만 느낄수 있는거같네요 - 수정완료
00:13:480 (13480|0,13480|1) - 이거 고스트 노트 아닌가요? 제가 보기에는 그냥 소리가 끝나는 지점같은데.. (이 타이밍은 모든 난이도 동일하게 적용 부탁드려요) - 바로 수정 했습니다.
00:18:730 (18730|1,18837|0) - 2-1 보다는 1-2 가 배치상 더 편할거같네요 - 수정완료
00:44:659 - ? https://osu.ppy.sh/ss/6712627 - 어떤걸 의미하시는지는 모르겠습니다.. (배치 관련이라면 의도 라고 설명하고 싶습니다..)
01:16:802 - 1234 - 13 -24 반복보다 더 좋은패턴이 있을거같은데 좀 바꿔보시는거 어떠세요 - 패턴의 배치를 이렇게 해왔기 때문에 하나만 바꾸는게 오히려 부자연 스러울꺼 같네요 대신 마지막 234 노트를 134로 바꿔놨습니다.
02:41:230 - 하나 추가하심이 나아보이네요 - 추가완료
걍 일단 SHD만 이렇게볼게요 다른 난이도는 추천이 있다해도 그닥 바꾸지않아도 된다는 생각이기때문에 ㅋㅋ
모두 업데이트 했습니다 감사합니다Fresh Chicken wrote:
다른 난이도는 그럭저럭인거같아요, 00:13:480 (13480|0,13480|1) 이부분만 다른난이도도 좀 삭제 부탁드리겠습니다. 삭제후 업뎃하시고 이브닝에게 리버블 받으시고 홈페이지 PM 또는 인게임에서 알려주시면 퀄리파이 드릴게욤~
- I think that there is no big problem because it came out as I thought it is intention.Wh1teh wrote:
[SHD]
01:12:945 - 01:18:087 - all of this is only 2hand jumps, hands etc. requires stupid amount of control. Otherwise in this kiai section you give a lot of 12 and 34 jumps for the player to "reset" control so to say, I think you should do that at least once in the highlighted area. - I think it is individual difference. Thank you for your feedback.
01:34:373 - http://puu.sh/sK06M/da12d9f44f.png I can't believe that this anchor is intentional. - I'm sorry, it is intentional. For the part you mentioned, I put the layout I think of.
03:06:945 - http://puu.sh/sK0qB/12ada9a002.png this looks really gay, it's maybe not that bad but it can be pretty awkward to play, also u have this going on with the other hand at the same time http://puu.sh/sK0tY/6658e542b8.png
why are they not allowedajeemaniz wrote:
correct me if im wrong, but im not sure whether MX & MX+ (or any other "difficulty"+) are allowed for difficulty name? (boulafacet smh)
or is this has become thing now?
I use LeiN-not what I wrote.ajeemaniz wrote:
correct me if im wrong, but im not sure whether MX & MX+ (or any other "difficulty"+) are allowed for difficulty name? (boulafacet smh)
or is this has become thing now?
Totally agree. A map full with double notes actually does not fun at all.SanadaYukimura wrote:
A map suppose to use different amount of notes in different section to show the different intensity of the music, yes all the note which placed on 1/4 aren't ghost note, but using double for every sound you heard is just so wrong. Like I mention above about the intensity, try to think if someone map "Dango Daikazoku" and spam triple pattern through the map, that's what we call awkward. Instead of using double for all the 1/4 kick sound, I want you to reconsider and revaluate different sound/instruments you heard in this song and by using different amount of notes/pattern to show that difference.
Beside that, most of the jacks pattern in map doesn't make any sense to me tbh. All I can think of is that you want to increase the difficulty of this map. Every song have a limit, even its a low BPM song, it doesn't give you the right to use such "undefined jacks" through the map. Of course prove me wrong if you can explain every single jack you use in this map. My understanding about jacks is to use them only if the sounds are the same pitch or there are some catchy/main sounds which I want to emphasize them. It would be nice if you can share your understanding about the usage of jacks.
Good luck.
it's wrong because?Rivals_7 wrote:
I think i forgot to reply here lel
Loctav "nuked" this kind of diffnames (using +), as he said in Underjoy's Thanatos a year ago
p/4841822
p/4841899
It's because of this map only have one easy diff, and with only one easy wouldnt make any senses if its diffname have plus on it, so removing for the best. So on, this map has 2 MX so I think its fine to meRivals_7 wrote:
I think i forgot to reply here lel
Loctav "nuked" this kind of diffnames (using +), as he said in Underjoy's Thanatos a year ago
p/4841822
p/4841899
Evening wrote:
Maybe looking at it in the editor may not be the best idea to judge this map, I believe it's better if you'd just play it.
Didn't check to see if there were any inconsistencies in layering throughout the map, but the main problems I have with the SHD are the 2nd and 3rd points that Wh1teh brought up.Wh1teh wrote:
[SHD]
01:12:945 - 01:18:087 - all of this is only 2hand jumps, hands etc. requires stupid amount of control. Otherwise in this kiai section you give a lot of 12 and 34 jumps for the player to "reset" control so to say, I think you should do that at least once in the highlighted area.
01:34:373 - http://puu.sh/sK06M/da12d9f44f.png I can't believe that this anchor is intentional.
03:06:945 - http://puu.sh/sK0qB/12ada9a002.png this looks really gay, it's maybe not that bad but it can be pretty awkward to play, also u have this going on with the other hand at the same time http://puu.sh/sK0tY/6658e542b8.png
Gekido- wrote:
Didn't check to see if there were any inconsistencies in layering throughout the map, but the main problems I have with the SHD are the 2nd and 3rd points that Wh1teh brought up.Wh1teh wrote:
[SHD]
01:12:945 - 01:18:087 - all of this is only 2hand jumps, hands etc. requires stupid amount of control. Otherwise in this kiai section you give a lot of 12 and 34 jumps for the player to "reset" control so to say, I think you should do that at least once in the highlighted area.
01:34:373 - http://puu.sh/sK06M/da12d9f44f.png I can't believe that this anchor is intentional.
03:06:945 - http://puu.sh/sK0qB/12ada9a002.png this looks really gay, it's maybe not that bad but it can be pretty awkward to play, also u have this going on with the other hand at the same time http://puu.sh/sK0tY/6658e542b8.png
01:34:373 - You do state that the anchors are intentional, but I do not understand the meaning behind them. Personally I think that an anchor on the right hand like that isn't justified, but if you can provide reasoning for it, I can try to understand the meaning behind it. In my opinion, it would be best to divide the density up evenly between both hands. Something like this may work better https://osu.ppy.sh/ss/6787384
Otherwise, I'd suggest replacing the quads here with hands, and still evenly spreading out the density between both hands.
03:06:945 - I can understand from the music why this is the way you mapped it, but splitting up anchors between both hands is very cruel (feels like I am playing the difficult part in Sewing Machine). I think something like this would work better https://osu.ppy.sh/ss/6787332
I am pretty much fine with the rest of the map, I understand why most of it is mapped how it is. Good luck of getting this re-qualified, I enjoyed playing it.
Blocko wrote:
Seeing as there is discussion going on, I've disqualified this set for now.
Please keep discussion civilized and make sure all concerns on the beatmap are covered.
On a side note, difficulty names with + on them are not allowed because that kind of naming was scrapped years ago.
Why was it scrapped? Why isn't the -/+ diff naming not allowed despite not being in the rules, and somewhat making sense?
Basically it leads to confusion as to what a difficulty should be named. If the -/+ diff naming scheme is allowed in ranking, we're gonna have to draw a line as to what defines an Insane+ or Hard- or Normal+ whatever. That will take a lot of time to do and makes difficulty naming a lot more complicated than it should be.
Anyway, calling a difficulty MX+ just because it's slightly harder than MX but easier than SC wouldn't really make sense. Why not just call it MX?
Please decide on using either MX or SC, not MX+, SC- or anything in between.
만원님 안녕하세요. LeiN-'s MX 로 바꿀수가 없는게 이미 만원님의 MX 가 있기 때문에 동일한 난이도를 표현하는것으로 되어 디퀄요소가 됩니다.Manwon wrote:
I have removed +.
LeiN-'S MX+ / LeiN'-S MX fix.