Dg_ThePlayer wrote:
00:04:922 (4) -
I think these slider looks better like this instead of this Angle is far too steep, don't like the motion since it feels like a stop and reverse
00:21:169 (1,2,3) -
I think it's looks more "comfortable" being like this OR This I neither like the spacing nor the sharp angle nor the distancing in either of the two :c
ThanksMrSergio wrote:
Kyshiro:
- 00:07:243 (7) - ctrl + g? I'd rather keep it this way, if I ctrl+g this it'll ruin the flow of the stuff that comes after it
ay ya some of diffs were created in order to fill gaps, kfawys diff was actually one of first finished and it was supposed to be easy but it was too ez so had to change to beginner. i kinda personally don't think its wrong to have many gd's but each on their own i guess. you can argue its worse since diffs throughout the set might be not consistent and it would be valid point prolly.MrSergio wrote:
Having a beginner in the set is frankly not needed at all. The easy is already easy enough, not to mention the song is short
Like.. seriously... 00:32:111 (1) - 10 secs of slider. Just why, it's boring as hell (nice sliderart btw)
Last time I actually get involved with a mapset with so many GDs.
Hehh...
PS: SB should be fine. I don't get any more spikes above x9 at all and it's more fluid than before.
also im not sure if mkguh is still around so maybe i should just change for him? its not a big change anyway, idk if im allowed to tho. /me runsSonnyc wrote:
The best point I liked was the structures, and then the patterns selected to elaborate the structure. Also the selection of guest difficulty mappers was good. I've got a feeling that they weren't just randomly hired people to make a completed spread, but are selected people to fulfill the concept of your mapping.
zigizigiefe wrote:
Bubble'ım patladığından beri bubble görmüyordum.TİŞİKKİRLİR DİRAİMUR
thanks for your input but i'll kindly have to disagree with "should be removed from the mapset", will still wait the word from krfawy though before my final decision though.Desperate-kun wrote:
Sorry for being harsh, but the Beginner difficulty is just bad.
It ignores the song completely with its rhythm. It's so undermapped that nobody who joins this game (target audience for this difficulty) will even understand how it's related to the music. 00:08:238 (1) - 00:12:217 (3) - 00:16:196 (1) - 00:20:174 (3,4) - Those sliders hint that it's supposed to follow the melody, the rest of the map ignores the melody completely though or simplifies it so hard that any relation to the music isn't noticable by anyone without mapping experience. i'll have to disagree, krfawy has mapped to the melody on background which are far less dense than main melody, i'm not sure about "isn't noticable anyone without mapping experience" i think its too early to say that without seeing players play first.
The intensity of the map itself is unrelated to the song's intensity. When the song gets more intense, the mapping should get more intense too, this applies for all level of difficulties. In this map, the intense buildup section of the song is followed with an extremely long slider, so all kind of rhythm emphasis is lost for this section. Due to the extremely low density of the map, it is not even possible to follow the song's intensity correctly anyway, but that's another topic. kinda agree about intensity, however in this scenario its clear that sliders are far harder than multiple notes/shorter sliders because of how map is designed, sliders are far hard beacuse of how fast they are compared to the spacing. and i also believe that sliders follow the melody pretty well with shapes they represent.
The spacing of 0.4x is just way too low. This completely ignores the concept of time-distance-equality, because the players have to slow down to less than half of the movement speed when transitioning from a slider to the next object. Moreover, it makes the map look like a giant chain of objects. The stacks don't help with that, either. If you already use such an incredibly low density (which doesn't work, for above mentioned reasons), then atleast spread the objects further out to create movement emphasis, more interesting patterns and use more of the playfield. can't really disagree much here, but i think its still kinda debatable, let's see what krfawy has to say about this. on the side note however, its possible to argue this map focuses on sliders and slider patterns instead of emphasis through movement between objects.
There is a reason why osu! starts with 'Easy' or 'Normal' difficulty levels that are pretty difficult to get into for some people compared to other games. This is a rhythm game and even the easiest maps should meet the required quality standards (following the song well, changing intensity based on the song etc). This one doesn't and should be removed entirely from the mapset, no offense to Krfawy. i thought quality was pretty ok, it just doesn't follow the song traditional ways and im not sure if it's necessarily a bad thing because almost every easy diffs on sets are same anyway, it wouldn't be much different than other easy/beginner diffs if he had done a traditional one, i think in this scenario where we already have lots of easy/beginner diffs that does the same thing, variety is a good thing.
How is your username related to this topic?Krfawy wrote:
As far as I fully understand the point of view that my Beginner difficulty is not that dense, the theory of it ignoring the rhythm is at least contrived and as abstract as an idea of "Krfawy" changing his nickname to "Krwawy".
It is 'rhythmical' as in, it follows the song in a so extremely simplified form that it's hard to see what is being followed. Also, our defintions of 'fun' seem to differ here, not sure what's fun about rhythms that sacrifice any rhythm emphasis for having only 3/1-based rhythms everywhere.Krfawy wrote:
Firstly, the map is rhythmical as it stresses all the kicks and sounds needed in a pretty obvious and noob-friendly way. Sure, I can agree on the fact it ommits some sounds but still it's done in a regular fashion to make a more fun gameplay just like here: 00:08:238 (1) - it ignores the drumy-clappy like sound on 00:09:233 - but the structure is still straightforward for the newest players and it keeps the rhythm going.
The problem is that, as I already said clearly in my previous post, the time distance equality gets lost in terms of movement speed and the players have to slow down significantly between sliders to a speed that is almost null. The map is most likely playable for newbies but not because the concept is good but because it's so easy that my grandmother could play this. That doesn't make it a good map, though.Krfawy wrote:
Secondly, the technicality of the song should not allow using the higher spacing with this pace of the song. The actual spacing creates chains, right, and what is wrong with them? They are perfectly visible and catchable and achievable for the audience targeted.
I will just ignore what you said here, because it seems like you are not taking yourself serious at all and honestly I don't know what to reply to this. If you seriously think people get RSI from playing Easies then idk. A high visual gap is only a "jump" when the players need to significantly speed up to hit the next note. Having a high visual spacing between notes that are extremely far away is NOT a jump.Krfawy wrote:
Using anything above the digit 0.8 would result in making the spacing a regular jump training for the beginners and now pardon me but the jump trainings are avaiable in Advanced+ diffs and not in the easiest ones. As you said, there is a theory behind making easies and it surely exists but is not used anymore as people think that using relatively high spacing for 1/1 notes like *THIS* for this particular song in the easiest diff is easy enough for the easy playerbase. No, Despie, it is not. That will rather cause people come down with RSI or cancer due to the unrealistically dramatic distances and awful designs.
I am not going to renominate this regardless of what your decisions will be and you won't force me to.Krfawy wrote:
I am more than sure that I've worded myself in an approachable and so have I mapped my map in that fashion as well. However, if my rejection is going to only slow down the ranking process of the map as you, Desp, are going to veto the map, then I will be more than willing to get my difficulty removed from the set but only if you are going to renominate the map as I am sure that my difficulty being the easiest one is your only concer here and the rest of the set is brilliant in your opinion. If not, I won't agree on removing my difficulty.
nop talked with kirby and kirby fixed.Okorin wrote:
also the sb flickers really weirdly at 00:45:042 - is that intentional lol
well, I guess I was too prone to accept this since I considered my opinion to be not so relevant (oh, looks like I'm apparently someone whose opinion is actually valuable in this context tho. I didn't know this :^) )MrSergio wrote:
Having a beginner in the set is frankly not needed at all. The easy is already easy enough, not to mention the song is short
Like.. seriously... 00:32:111 (1) - 10 secs of slider. Just why, it's boring as hell
Perfect for me when I started, would love to have more way simplified maps like thisMrSergio wrote:
Unless our new players are really at such level to require something like this, obviously.
My statement was clearly implying sarcasm. This sort of rhythms can't be called rhythms anymore considering how clicks are spaced apart lol.Arphimigon wrote:
Perfect for me when I started, would love to have more way simplified maps like thisMrSergio wrote:
Unless our new players are really at such level to require something like this, obviously.
No, I do play with trackpad and these kind of easier difficulties are great for it.MrSergio wrote:
Please don't come up with excuses as "when I tried to play with trackpad" or "when I was a newbie..." because I bet you don't remember exactly and as Desp said, even if you do remember you probably couldn't analyze things properly at the time.
My replay says otherwise, had just as much trouble on the circles as the slidersDesperate wrote:
Krfawy, you basically said that players can aim the sliders well, even on this realatively high speed (which is true) but if the spacing were higher they couldn't aim the circles? It makes no sense.