It's back
But it's hard to find mods for this D:Joezapy wrote:
It's back
Thanks pishifat, where i didn't write anything means i fixed.pishifat wrote:
im high
ez
00:17:653 (3) - considering u focus on the cymbal thing with 00:20:487 (1) - 00:22:653 (4) - doing so here would be cool too. like thisrhythm works
00:32:653 (1) - one object combo um arranging combos in a way that doesnt lead = nice. it's like this one's super special but it's not
01:25:320 (1,2) - really should be focusing on the same stuff u did with 00:11:487 (2) - cuz thats what you're following ev er y whe re el s e e e e
01:30:153 (1) - the impact is 1/2 later doooood
--------------------------------
00:39:653 (4) - 00:44:987 (2) - clap is already being used for snares:( another sample to express the thing you're expressing > clap
^originally wrote that for the easy but then realized bakari just copied hitsoudns so rad do something about it
normal
00:05:987 (3) - 01:20:653 (3) - song is focusing on red tick stuff here, so um your rhythm should too lol. moving 00:05:487 (2,3) - back by 1/2 is the easiest solution done
00:23:987 (2,3) - ^same pretty much. need some rhythm with focus on the sound at 00:24:487 done
00:13:320 (1) - 01:27:987 (2) - sketch multi repeat i think it's ok as it is
00:36:320 (5,1) - visually keep spacing here the same as 00:35:653 (3,4,5) - sv changes and distance snap dont work too well together lol fixed, forgot about that
00:59:320 (4,1,2,3,4,5) - kinda noticeable that the 2 repeat sliders aren't symmetrical when comparing blankets lol The whole pattern wasn't symmetrical, fixed now
hard
00:05:487 (5,6) - 00:08:320 (4) - 00:08:320 (4) - 01:25:653 (3) - a lot more comfortable to play gaps when they're not after 1/2 sliderends, since the last sound of a grouping is usually emphasized the most (according to music theory bs at least). rhythms like 01:22:653 (3,1) - 01:19:987 (4,5,6) - are best fixed
00:36:209 (3,1) - same as normal zzzz should just be larger to take sv change into account done
00:38:987 (7,1,2,3,4) - spacing indicative of what's 1/2 vs 1/1 better. just need 2->3 and 4->5 smaller than 7->1
^sort of applies to the whole section. should use spacing for 1/2 that's smaller than 1/1 and still recognizable, so like 00:43:987 (8,9) - being 1/1 then 00:44:987 (1,2,3,4) - being 1/2 with same spacing visually is a pain. if you make all your 1/1 like 00:46:320 (5,6,1) - this sort of spacing, while all your 1/2 is either overlapped like 00:43:320 (4,5,6,7,8) - or noticably smaller than the 1/1 stuff like bla you won't have any issues.
thats a lot of words oops Fixed
00:53:987 (5,6,7,8,9) - less gamebreaking but spacing should be consistent within these lol fixed
insane
cleaning up a lot of stuff visually would really benefit this diff i think. right now some things are neat, while others are super messy. some examples of messiness are like00:09:487 (4,5,1) - should try to emphasize 5 a bit more. linear movement/consistent spacing is like anti-emphasis, whereas sharp angle/larger spacing on the emphasized sound = bueno
- 00:18:653 (4,2) - 01:00:320 (1,2,3,4) - 01:05:986 (1,4) - 01:09:320 (2,2) - etc. better to avoid overlaps that really dont compliment anything. like best thing you can really do with this sort of stuff is placing objects elsewhere and thinking about more than just whether or not it plays well (since what you have from a gameplay perspective is fine, but is kinda gross still)
00:28:653 (1,2,3) - 2 being evenly placed between 1 and 3 cuz symmetrystuff (currently it's closer to 3 than 1)
00:54:986 (10) - sliderbody following hte curve of the previous circles like lined up with the green slider here
00:24:986 (6,7,10) - 00:10:653 (2,3,4,5) - thinking about spacing between objects relative to other objects is a pretty good thing to think about with visuals as well, like 00:10:653 (2,3,4,5) - looks cleaner with 2,4 and 3,5 being the same distance from each other
those aren't really things you need to change, but they should at least give you an idea of what im talking about by saying the map could be "visually cleaner." it's your choice if you really want to do something about it this late in the ranking process lol
00:28:320 (5,6,1) - 00:30:986 (5,6,1) - 01:13:153 (4,5,1) - 01:22:820 (5,6,1) - tbh triggered by the same thing I'll keep these, as it was my intention, plus it avoids being a triangle only map
00:24:486 (5) - sliderbody indicating where you're moving next is nice changes this one slightly
00:35:986 (3) - slower sv plz transitionz
01:11:153 (1) - i kinda dont understand the point of the sv change here since the song isn't really changing intensity. when the kiai ends is a fitting place but here na it does change, it has less beats on this part so sliders are to hold on the song
01:02:986 (1) - super minor but combo is kinda unnecessarily long. separating at the weed = good
01:18:653 (4) - song pretty much stops here, so having a gap by making this a circle more fitting tbh
01:00:320 (1) - the 1ms unsnap on green line makes the sv slower on this than 2,3,4 lol apparently there was another one next as well
g
Thanks for your helpDaxMasterix wrote:
Hi! M4M From my Queue! Make sure to select one of my maps!
Bakari's Easy:This art hahah
- 01:04:987 (1) - A little forcing straight i didn't get what u meant by this
That's all! Good luck and find a BN , this is ready
- 00:09:820 (5) - The next slider should start here Not changing this one, mostly to maintain 420 combo, but also because i think it's ok like this because of the beat kick, even though i didnt do that to the others after this one.
- 01:14:820 (1) - This is unnecesary at all I think it's pretty guuud
What i didn't reply means i fixedBoobs wrote:
420 style (4,2 stars, 312 notes)
- 00:07:653 (2,3,4,5,6,1) - remake jump because 00:08:153 (5,6,1) im an intuitive modder. Also, these these double overlaps should be also on 00:07:986 (4,5) http://i.imgur.com/vtJuQ08.png I remade the jumps but didn't make the same pattern, i want to keep it 4.20 stars
- 00:11:487 (6,7,8) - same spacing as 00:10:653 (2,3,4,5) I'll keep as it is, don't want big jumps here
- 00:33:153 (5,6,7,8,9,10,11,12) - stream not starting on the proper beat. 00:33:153 (5) slider doesnt fit, delete. 00:33:403 (6,7,8) delete. stream starts 00:33:653 (6). No it doesn't, it's on the spot i started, i only modified that pattern.
- 01:12:820 (2,3,4,5) - short and wide just like my D....inossaur And it's staying like this
- 01:18:153 (2,3,4,5) - Make bigger jump keeping for 4.20 stars
Sorry i kinda rejected alot but i had an objective with these settings, the whole point being 420 combo and 4.20 stars that u might have missed, but thanks for your help!
pereira on drugsPereira006 wrote:
in-game we fix spacing in normal and hard, combos in hard and insane, and some stuff
all look good
bubble
because it's memeSonnyc wrote:
-- Why is the highest diff's name 420 Style? I assume that it's because the map is 4.20*, but let me know if there are other reasons that I do not know.
Thanks for your help!Sonnyc wrote:
All diffs (except 420).
01:30:154 (1) - I can't see why objects are starting at this point while the actual vocals and a stronger instrument appears at 01:30:320. Maybe it's possible for spinners, but especially the slider selection of Bakari's Easy wasn't really nice along the song. Changed only on Easy then
Easy.
01:13:988 (1) - Although I understand there is a 2/1 interval for players to move to the this object, the current spacing feels a little bit too far. Flipped vertically to its closer
Hard.
00:51:654 (1,2,3) - Even this pattern being readable enough, I do feel that such jump in this section wasn't appropriate along this part of the song. I disagree with this one, but i did just a tiny adjustment on slider 2
420.
-- Why is the highest diff's name 420 Style? I assume that it's because the map is 4.20*, but let me know if there are other reasons that I do not know. bbj just explained that B)
-- I can see a speed down has been made around from 00:36:654, and you've also used some close spacings. Cool, but some objects such as 00:37:153 (2) - 00:40:820 (1) - 00:43:486 (2) - 00:54:320 (6,7,8,9) - felt too close to the extent of forming an overlap with the surrounding objects. Since there are several other objects that didn't formed such overlaps, I'd recommend you getting those overlaps avoided. fixed
00:24:986 (6) - Consider adding a new combo. The combo went a little long here, and seperating it with a new combo will also represent the jumps here more effectively. fixed
00:35:153 (5,1,2) - The transition towards 1/3 didn't felt nice since it was being done with a note while having an uneven spacing. I think its fine as it is
00:43:653 (3,4) - Previously, you spaced 1/3 rhythms with a 1.00x spacing such as 00:38:209 (2,3). Having such inconsistency didn't felt nice. fixed
01:29:486 (3) - Since (2,4,5,6) are some what in a symmetric formation of themselves, placing (3) at the horizontally symmetric spot of (1) would make a better balance imo. Alright i fixed it
Not a bad map, but I feel several objects being just randomly placed. Take 00:59:153 (1,2,3,4) for example. Every objects are having a different spacing. Could work maybe. Then see what kind of pattern are these notes forming, and think which part of the song is each spacing trying to emphasize. Also ask the same question for 01:09:653 (1,2,3,4,5,6), and many other existing objects in this diff. I don't feel this is a well made difficulty in that aspect. Every single object in jumps and all were carefully placed, it wasnt placed randomly, both because i had the objective to keep it 4.20 stars and also because i playtest it alot and try to make it as smooth as possible for gameplay, which means as it is now is fine
Popping over some concerns on the highest diff.