Since Irre can't requalif for personnal reason (don't blame him thx), this map will goes again into standard qualification.
So rebubbled~
No gameplay changes.
So rebubbled~
No gameplay changes.
I can assume she is wearing a light pyjamas which you can purchase at any online store. Because of such kinda of clothes (the girl's probably going to bed) due to the falling effect, her panties are exposured to our view.Gabe wrote:
am I the only one thinking this background is really questionable?
I mean, I saw this background while I was at school and it's totally a thing I'd rather not consider as 'Safe for work' ...
Не ешь подумойNamki wrote:
мои ноги есть хорошо
Good catch anyway. I hope that you have understood my concept.Mir wrote:
It's quite unfortunate that some really cool parts before like 02:41:483 - 02:43:534 - were remapped. The 1/6 sliders seem really unnecessary there and I'm not sure why they're used since even just circles would work here if you grouped them the same way into 3's. I understand your concern but I can explain my choice. The thing is, this section is one of the most intense in the map, that's why 1/3 stream in it is slighly confusing for the player. 02:40:201 (1,2,1,2,3,4) - the speed increases here, so 1/3 stream would seem slow, I didn't like playing it, I tried doing it before. 02:41:654 (3) - I also hear 1/6 here but it would also be strange to play if I did a triple here so I just reversed kick-sliders to better express the song. Btw, the prototype for that stream were legs, I like legs https://loreley.s-ul.eu/MUi4Rkmp.
For comparison you can look at this part 01:23:534 (1,2,3,1,2,3,4,5,6) - 1/3 is used here because it is relatively calm part of the map and the pressure from 1/3 stream is appropriate, it does not stand out, I base on my experience and my testpayers' opinion. 02:41:483 (1) - There is a strong instensity here, so I decided to make player focus more. I didn't do that pattern just for the sake of it or extravagance. I just believe it's more appropriate for the map.
02:42:509 (1,1,1,1) - Rip circle pattern. :c
I wish you luck on getting this requalified.~
And I believe that you came here out of curiosity, but it would be better if you satisfied your curiosity in my PM because such question are not a mod or a suggestion(or good meme lol) to making the map better. And I really don't want to play Question/Answer game .RevengeZ wrote:
Why does advanced diff have different kiais than your other diffs? I mean the break on 02:50:586 - and 02:59:945 - Honestly, it doesn't matter at all. It is mappers' personal preference and their very own "kiai style". However if you would like an extensive explanation from me, here it goes: kiai inconsistency is related to mapping different difficulties. As you have mentioned [Advanced], let's go through placing kiais on that example: mapping low difficulties is based on few SV-changes and low intensity of strong song parts. These 2 aspects are in fact present in [Advanced]. 02:36:419 (1) - as you can see, there is no little kiai here because it would be silly to make a kiai onto a half of a spinner, right? As I believe that kiai placement should be influenced by variation in mapping and not only music(ideally, they would be the same), kiai here 02:59:945 (1) - would be excess, as there is no complexification of rhythm or SV increase. There is SV increase in top diff, as unbounded star rating allows me to make that part instense. I can't do that in [Advanced] because I can't increase that star rating. As a result, no intensity increase in mapping - no kiai.
Garden still too busy ¯\_(ツ)_/¯Nozhomi wrote:
resultsqualified when ?
Yeah, I wanted to change combo colours still when have seen the message from m3gB3g, just I waited for yours check.Garden wrote:
top diff:
02:41:483 (1,2,3,1,2,3) - hitsoundss fixed and muted sliderends
and I also believe combo colours should be adjusted to fit the new bg, what do you think?