sooo i see you updated the map which means you probably fixed the blankets
so can i get kudos please
so can i get kudos please
by that logic this can also be fine because it's just 1/2 clickingTimorisu wrote:
it's 1/2 clicking dude
The thing about the pattern you presented is, is that it is at a much higher distance snap and placed in an unexpected (read: non-geometrical) way. I'm going to assume the screenshot is supposed to be for the ADVANCED diff; it'd be an incredibly huge spike in difficulty as it'd be the only pattern breaking distance snap by this much. I think the pattern is rather appropriate since it serves a simple purpose; representing the very repetitive sound (1/4 sliders) in a simple manner (very forgiving circular motions) but still emphasizing the clearly higher pitched sound (1/4 kicksliders (hi pishi)) by switching to a different method than the previous objects representing 1/4 were. Furthermore the player moves at 1.25x distance snap when only hitting the sliderheads and the speed/amount of clicking is comparable to previous patterns, for example 00:20:488 (4,1,2,3,4,5,6,7,8,1,2,3,4) - 00:23:488 (1,2,3,4,5,6,7,8,9,10,1) - . I also feel like the slight increase in distance snap when treating the sliderheads as circles gives a slight emphasis to the more accentuated sounds this pattern represents. Points mentioned here can also be applied to EXHAUST as mostly similiar circumstances apply there. For INFINITE I changed the pattern a little (inversed it and increased DS by a bit) but still kept it as I think it fits in well with the rest of the difficulty. It represents the sounds in a playable and easily recognizable way while still keeping in line with the rest of the difficulty's... difficulty. As you can see I did NOT recycle this pattern or a variation thereof in HAVOX as it would've been undermapped in that case.Sinnoh wrote:
by that logic this can also be fine because it's just 1/2 clickingTimorisu wrote:
it's 1/2 clicking dude
screenshot
Instead of repeating what the pattern is, can you give a reason as to why it should remain what it is and that it's better than any alternative options that are available
what you didn't address about Yoshi's point was that he was saying that if it's playable on Advanced, then why isn't it harder on Infinite?
i can guarantee its intendedAntares- wrote:
01:20:345 (2) - i guess that sliderwhistle on ktg's diff was unintended
It's just a simple zigzag stream. It doesn't even have crazy spacing.baocanhsat wrote:
01:00:060 (5,6,7,8,9,10,11,12) - on HAVOC
well idk but is this pattern doable normally w/ HR or do players have to do pixel aiming..
Timorisu wrote:
Hmm, I'll take this second dq as a chance then I guess. Will finish up my finals this week and report back with fixes some time later this week or next week. And if I'm alread being offered the chance to, I'll probably give INFINITE's kiai a makeover because the map honestly looks as dated as it is. Might change some minor stuff in EXHAUST's kiai too, not quite sure yet.
Also, if possible, I'd like for Leader and ktg to fix the snappings themselves since me diving into that would require changes that'd probably interfere with their respective mapping styles o/
Alternate post: "How to ruin a BNs and QATs score with one simple trick! Staff hate him!"
Sorry for all the trouble you two :L
I know..? But so do Leader and ktg at some pointsouranhshc wrote:
You need to change the snapping on your diffs for those section.
hapishifat wrote:
the guys who repeatedly bubble popped and nominated this map must be pretty embarrassed by this point hahahaha
ha