don't know how "hard" it was 16 days ago, but looking at it now, looks completely fine.
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!
Naitoshi wrote:
nah
you don't get it lol
Did you just say boring? exucse me? do you think you have the right to just say what ever you want whenever you want just because you don't have a solid foundation of what mapping is. DOn't just go around talking smack to my name like that dude or I'll have to hold you down and suck on you...Naitoshi wrote:
nah
you don't get it lol