d
not much a little boat can do against a storm like thatShumpei wrote:
What happened to the boat? ;-;
EDIT - SB updated so we should be good to go in that regard.sheela wrote:
Will see if I need to use the optimized images. Thanks for doing that!
[deluge]This map is really fun to play! So whenever I can check the fixed SB, I'll be able to nominate it. Until then call me back for a recheck!
- 01:37:208 (9) - So the tail is not snapped by 2ms according to AiMod. Fixed
- 01:09:374 (4,5,6) - The atmosphere in between 00:56:539 - until 01:16:333 - felt calm until (4,5,6) disrupted it in my opinion, because the "big" spacing for the kicksliders doesn't support the music and it felt out of blue. I recommend you reduce the spacing to meet the consistency with the spacing during this section of the map. Agreed. I nerfed this pattern and fixed the aesthetics a bit as well!
- 01:30:869 (8) - A 1/4 slider here suits better because of the noticeable beat on 01:30:946 - and stays consistent with the other 1/4 similar rhythms. I used a double based rhythm instead, similar to the kind of one I would use for01:40:457 (4) - to be consistent. I also fixed 02:00:251 (5) - in this regard. I didn't change the instances of this rhythm in the song where i represented it with a stream because there's no inconsistent kickslider usage for those representations.
- 02:23:138 (1,2,3,1,2,3,1,2,1) - This pattern one has varied spacing and placement which breaks the consistency with the other patterns like 01:23:757 (1,2,3,1,2,3,1,2,1) - 01:33:654 (1,2,3,1,2,3,1,2,1) - etc. But because you did the same to 02:33:034 (1,2,3,1,2,3,1,2,1) - this means that they are different for this specific section with the upper octave piano in the piano. Though please enlighten me if I'm wrong since both parts 01:55:921 - and 02:15:714 - are similar to me, therefore you shouldn't break the consistency. Great point! Instead of changing this section, I have instead changed the previous one's jump sections to be like a transition from the original pattern to the ones at 02:23:138 (1) - and etc. So check out what I've done for 02:03:343 (1) - and 02:13:240 (1).
It's not as intense of a change as the later ones, because the music doesn't fully incorporate the higher octave piano yet.
Also, in case this comes up later, 02:53:293 (1) - is one of the "unique" jump sections because I consider it like the final warnings right before the "storm" that the player is about to experience- 02:48:343 (3) - What if you added a sharp turn or a glitchy break on the slider at 02:48:498 - ? It might turn ugly, but it's a nice idea to represent the glitch sound in the music.
- 02:44:788 (3) - ^ this too; you can try something like this: https://puu.sh/vI2vl/7d3a8e2346.png
Tried something for both of these, but from what I can tell from playing it's not really noticeable what exactly that sharp turn/glitchy break is for because you can barely hear the sound when playing. so it just ends up looking ugly for no reason.- 02:53:756 (1,2) - Make the distance smaller as they hit the same sounds as 02:53:293 (1,2,3) -, which is why I don't think the big spacing makes sense. Maybe place (2) under 02:53:602 (3) - like x:86 y:210, or stack them? Applied
- 03:33:575 (4,1) - I'd move them more up to have a more fluid movement between 03:33:343 (2,3,4) -, unless it's just me that thinks the almost-flat angle between 03:33:421 (3,4) - doesn't play well with the kickslider. Sure
- 03:52:210 (1,2,3,1,2,3,1,2,1) - Have the combos to decrease their spacing gradually to follow the fade-out in the music? cool idea!
- 04:25:612 (3,4) - In my opinion these sliders don't fit with the 2/1 slider rhythm (especially like 04:16:953 (1,2) - ) you had built up during the slow part of the song. Therefore these were just added out of blue and disrupt the consistency. Would be better if you remove (4) and extended (3) to 04:26:230 -. I don't think you should compare those two sliders exactly. The sounds at 04:25:612 (3,4) - are much more noticeable on every white tick there,
so I mapped it as 1/1 sliders to differentiate it from the sliders you mentioned which did not have that.- 05:08:911 (1) - I think this should be moved to 05:09:065 - instead since that's where a new note is played (faintly). Sure, actually agree.
Didn't change the ending because it doesn't really matter where the slider ends I don't think.
not anymoreLog Off Now wrote:
O N E M O R E
ezek wrote:
yaaay
No offense taken, seeing stuff like this on my maps means people are actually playing them, lol. This is the first ever post-qualify mod any one of my maps has ever gotten.Blue Dragon wrote:
idk how to say this without coming out as an asshole or someone who wants to unqualify the map (there are some genuinely good parts of the map) but really felt like the structure is kinda bad, some of the streams (for example, 01:47:880 (4,5,6,7,8,9,1) - 02:29:942 (4,5,6,7,8,9,10,11) - 03:05:199 (1,2,3,4,5,6,7) - ) really didnt flow well imo, there is some questionable jump flow (01:11:075 (9,10,11,1) - 02:31:798 (1,2,3,4) - ) as well, the drum beats sometimes get mapped in the wrong rhythm which is pretty bad in a breakcore map (01:28:705 (1,2) - ). also i had HUGE difficulty playing stuff like this 01:57:777 (4,5,6,7,8,9,1) - without sliderbreaking, the rhythm just doesn't feel intuitive as grumd's map did (and that was mapped like 5 years ago).
again i don't really wanna come out as an asshole or make a full mod for this because this is just personal observation, the map is nice and all but there's just something that doesn't feel good about it, which is a shame because a modernization of grumd's map gave me really high expectations. sorry
also i'm purely speaking as a player btw, this was all result of my playthroughs on the map, didn't really want to look at it as a mapper because it wouldn't make much sense now
new bn rule :thinking:Worminators wrote:
why does it have a heart instead of a flame tho?