repairing

its done on purpose to prevent a bigger stacking issue.PoNo wrote:
02:56:118 (3) -
02:56:493 (6) -
That two circles aren't stacked correctly, maybe its done on purpose. Just looks weird to me
https://imgur-archive.ppy.sh/pOqHfLW.png
will fix during next mod, no need to pop for such a minor thingBoatKrab wrote:
I just see winber1's
02:06:993 (2) - There is Normal hs on its tail, but others are not
*no kds*
Ok ! :pProfessionalBox wrote:
its done on purpose to prevent a bigger stacking issue.PoNo wrote:
02:56:118 (3) -
02:56:493 (6) -
That two circles aren't stacked correctly, maybe its done on purpose. Just looks weird to me
https://imgur-archive.ppy.sh/pOqHfLW.png
looking at the map I thought the same way. However I find it interesting to see where patterns are more important than representing the music 100% and where the limit can be drawn. Thanks for clearing it up!ProfessionalBox wrote:
banter wrote:
I feel like there are some spacing issues in the last two diffs regarding the streams at the end.
fanzhen's Extra fanzhen's decisions can be explained with calming down at 03:30:618 - point to build suspense to the very last stream of 03:35:774 (8,9,10,11,12,13,14,15) -
Sweet Surrender I am emphasizing the 2 most important and polar opposite sounds in the song here (03:25:368 - this and 03:26:118 - ) with my arrangement. This kind of going from 100 to 0 is very good to catch those 2 sounds with the added snap movement that the player has to do and you can really feel the impact of the snap because of the arrangement.
winber1's diff also has misrepresentations of music. at 02:45:618 (1,2,3,4,5,6,7,8) - the music doesn't change in intensity and should have consistent spacing, however it's mapped as if there's a diminuendo. winber choose to approach this part without streams and his arrangement is built upon the same big distance snap movement at crucial parts like in the top diff
Fixed everything Sinnoh pointed out!
uhh, ok. Just saying that the part which is in your opinion "super nice" and "really good to play" is the part which most people have to just spam to get through while my "unplayable section" isn't giving much trouble other than hitting all the slidertails. I don't know what to take away from this since it doesn't make any sense to me in the sense that my part is unplayble compared to the one after which is really good to play while in truth both are crazy, will reply with fixes/no fixes later if I ever find another nominator.Kaifin wrote:
top diff
that whole section is also literally unplayable in comparison to the rest of the map, which sucks because the map is quite enjoyable
02:12:711 - this part is REALLY good to play though this is super nice
ProfessionalBox wrote:
uhh, ok. Just saying that the part which is in your opinion "super nice" and "really good to play" is the part which most people have to just spam to get through while my "unplayable section" isn't giving much trouble other than hitting all the slidertails. I don't know what to take away from this since it doesn't make any sense to me in the sense that my part is unplayble compared to the one after which is really good to play while in truth both are crazy, will reply with fixes/no fixes later if I ever find another nominator.
When did I ever use it as an excuse? You are the one who is saying the part plays bad whereas I think it has no issues flowwise, whether you follow the sliders to their ends fully or cheat on them, in either case the flow of them is practically flawless, the speed is what might and will throw you off on this. If I thought it was badly mapped / unplayable do you really think I wouldn't have changed it as the mapper of the section? Since I feel like my part has no issues flowwise your comment naturally came off to me as relatively aggressive saying that it was simply put "unplayable" compared to the part which I have seen giving much more trouble to almost every player...Kaifin wrote:
that being said, i don't think its fair to use "most people just spam to get through handsome's section anyways" as an excuse to make things play badly/unreasonably uncomfortably in your section..
Thanks for mod!-Nishiki- wrote:
sick map
storyboard
could go with a bit of background movement.like the bg should move as though there's a parallax shenanigans going on I ordered it like this,
very minimalistic.Fanzhen's Extra00:12:618 (1) - these sliders would be a bit nicer if the slider ends were silent. agree
00:23:118 (1,2,1,2) - should be gradually shrinking in slider velocity no need
00:33:618 (1,2,3) - instead of copying 00:30:618 (1,2,3) ,should this not copy 00:24:618 (1,2,3) ?it would make the section seem a lot more varied,especially since you use a different style every single iteration of the section anyways. I think it's good variety like this, every single one of these doesn't need to be the same [/color]
00:38:868 (3,4) - four short sliders instead of two 1/2 sliders might match the music a bit better. Buildup like this creates more suspense on the next part so it is fine to have like this.
00:45:618 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this should gradually shrink,but not like in my recommendation in sweet surrender.instead because the spacing is already kinda high in 00:44:868 (1,2,3,4) ,so it would only be fitting that it counter-acted on what 00:44:868 (1,2,3,4) did before it. yeah this shouldn't shrink in the first place imo, current way is fine
00:52:555 (2) - can be like 00:52:368 (1) before it. 2 different sounds so he didn't want 2 same sliders
01:01:743 (5) - should either be spaced a bit more or use a short slider to differentiate it from 01:01:368 (1,2,3,4) preceding it. No need to increase spacing as this is up to interpretation and fanzhen used this spacing consistently in the drop
01:02:493 (1,2) - a long slider might do the trick better than two beats here. I'd say this is preference again, I like the 2 circles myself
01:04:368 (1) - would have interesting flow if ctrl+g'd Interesting doesn't always mean better :^)
01:04:930 (3) - having an important sound so close to 01:04:649 (2) feels a bit odd.maybe change this it builds a triangle with 01:04:368 (1,2,3) - so hence this placement is a must
01:06:243 (1) - don't see why this needs an nc. NC supports reading here imo. Also having no followpoint from the center is more aesthetic
01:08:493 (1) - this can be two beats in the same stack as 01:08:305 (2,3) ,as this delivers the rhythm better and differentiates 01:08:586 (2,3,4) more. This puts emphasis on the very fast 1/8 slider to have them arranged like this seperately from the stack in addition to looking better and completing the pattern
01:10:368 (1) - seems a bit lazy. fanzhen didn't use spacing increase streams in the section at all so this doesn't suddenly call for one either imo. Also since the kiai already climaxed this is tehcnically a cooldown anyways so it should be easier than the parts before
01:39:149 - this sound goes unmapped Follows synth so not having the drum here is understandable (takes away from the synth to have a circle on the drum)
01:51:524 - pretty important sound here too unmapped added a circle
02:00:243 (4) - this can be 1/2 instead of 3/4 Current way emphasises the first object of the kiai much better, the faster snap motion created by the extra length is very essential
02:08:118 (3) - not sure how i feel about this being here I feel its fine
03:36:055 (1) - maybe nc here. This was an obvious design choice so not gonna touchSweet Surrender00:22:555 (2,3,4) - would look pretty dope if 00:22:743 (3,4) were moved to overlap the peaks of the slider superseding it.though i can't make it look good for shit,you're like 10x more experienced than i am. eh? Not sure what you mean but the current way is just fine.
00:47:118 (1,2,3,4,1,2,3,4) - don't get why it's spacing more.it would be nicer if instead the stream was spacing less into the kiai. This should obviously be spacing increase in my opinion, no intention at all to change it.
00:49:836 (2) - why doesn't this overlap 00:49:836 (2) ? is it like flow or something and i'm just too stupid to notice 00:49:743 (1,2,3) - triangle pattern, also helps reading
00:52:368 (3) - should be a slider. 00:52:618 (1) - nope because of this starting at a very unique time. Also 2 distinct sounds so one should be circle one slider
00:55:368 (1,2,3,4) - would look bretty cool if 00:55:461 (2) and 00:55:649 (4) had ctrl+g on them and would go with the 'wub' more Current way is aes and good, no need to change
00:56:305 (1,2,3) - a bit dangerous if this is getting ranked.the cross screen triples by rrtyui was already pushing it,this spits in its face.if it's not getting ranked than who cares disregard this. 160bpm = all the difference in the world
00:59:305 (2,2) - having these replaced with straight sliders like pic related looks cool af (don't copy this though this is shit and wouldn't flow well with 00:59:868 (1,2) The movement is more fun without sliders. Also the vocal sound is very short on these timestamps so therefore simple circle is better in terms of following music too
01:00:618 (1) - maybe nicer as a slow slider instead Following the "unwind" sound which is rapidly repeating
01:04:649 (2) - there's an important sound on the tail of this slider.not sure if you wanna shorten the slider and add a beat next to 01:04:930 (3) or something but it should at least be notable.like maybe a little hook on the end of the slider to show there's an important sound around there (again don't copy line for line any shit i do). So many sounds happening at one time that I chose to follow the ones I found most necessary. Here I'm following the the "yea" sounds.
01:05:305 (1,2) - a bit overmapped. 01:05:305 (1) shouldn't exist. For such a cluttered section I feel like this bit of overmap is just fine.
It feels more natural than not having anything there thats for sure
01:10:555 (1) - shouldn't this be linked with 01:10:180 (1,2) before it?like take out the nc and put it on 01:10:743 (2) ,move it closer towards 01:10:368 (2) or something,just make it not a part of 01:10:555 (1,2) . 01:09:899 (2,1,2) - structure
01:26:118 (1,2,3,4,1,2) - a bit overmapped.just stress the beat on 01:26:118 (1,3,1) and you're good. Mapped to vocals + the lead melody as I find this the most appropriate (not landing a circle on a vocal would feel weird)
01:29:118 (1,2,1,2) - this might be cooler if it was like a horizontal version of 01:27:618 (1,2,1,2,1,2) . I did something else here, its the exact same version as I think it fits nicely!
01:57:618 (1) - why can't the spinner start here? 95% of this difficulty maps map the first sound of a measure before putting a spinner afterwards. It feels more natural to click on this very important sound and spin afterwards rather than just start spinning on it right away
02:05:493 (2) - this should be a bit shorter so that it ends on the blue tick before 02:05:868 (1) .like use a smaller slider velocity there. Exact same sound as the one before so its the same like it should be
02:11:774 (1) - maybe make this like 02:11:493 (1) . Slowdown slider fits here perfectly
02:12:055 (1) - move the nc from here to 02:12:243 (2) . NC here indicates difference in slider velocity relative to last object
02:24:618 (2) - there's no nc here? Not having NC here is because of the pattern being built on 1-2 pairing jumps
02:35:868 (1,2,3,4) - this can just be a normal stream I think this catches what is going on better
02:36:993 (5,1,2) - these can be like two short sliders and the nc can start on 02:37:368 (3) instead. I don't see any issues with my current way
02:39:993 (5,1,2) - same dealio here. ^
02:54:805 (1,2,3,1,2,3) - i think this is overmapped a bit. drums
03:04:368 (3) - this could be a short slider unless you wanted to follow 03:03:805 (1,2,3) before it. Consistent with previous pattern and the gap in music is supported by this being a circle
03:06:618 (1,2,3,4,5,1,2,3,4,5) - needs a bit of cleaning.especially since 03:07:086 goes unmapped. Following synth
03:12:618 (4) - feels weird not having that be an nc Next object has nc, no need to have 2 in a row
03:15:618 (4) - then again,if it's a pattern,i guess it's fine presicely!
bretty good map probox
liking how it's coming along.sweet surrender feels like it's trying too hard to be technical though,so work on getting that stigma off.
hope to see this with a leaderboard some day! good luck
No, this is onscreen on both 4:3 and 16:9 resolutions. (the only ones that matter)Vacuous wrote:
Sweet Surrender
00:09:618 (1) - doesn't this go offscreen? It looks like it does
: ((((Kaifin wrote:
Please reply to my mod it had parts from both you and handsomei just wanted to give my opinion specifically before you ranked it as to not disturb the ranking process
I remember going over your points but I forgot to reply to them when I replied to the other mod before qualify so my apologies for that. I will edit this comment to be the reply for my part and I know that handsome went over the mods aswell since we discussed the content of them in-game, but he didn't want to update anything.Kaifin wrote:
Please reply to my mod it had parts from both you and handsomei just wanted to give my opinion specifically before you ranked it as to not disturb the ranking process
I know but rules are rulestheowest wrote:
Pre-nerf ver. better.
Kaifin wrote:
02:52:180 (1,2,3) - might want to make these a touch slower, really small window for the slider ends + it would read a little better since they're straight making them long af and can look like 1/4: just a minor thing though consistency with 02:49:180 (1) -
03:12:993 - making 03:13:930 - clickable as seen in this screenshot would follow the song a lot better and be more intuitive don't really understand where you're coming from, i'm mapping to the vocal/synth/beeps/idkwhattocallit. the second beep at 03:13:836 - is really loud and clear compared to others, but it pairs pretty well with 03:14:024 (1,2) - . i thought it was already pretty clear lol
Most likely not... I will ask fanzhen but I doubt that this was intentional. Would have been too good to have this get through qualified first try and this is a lame disqualify xdMilan- wrote:
is really 02:24:571 (1) - on fanzhen meant to be snapped that way? owo
Fixed this also snapped the whole pattern to 1/4 instead of 1/8 to make more sense and removed NC from 02:32:868 - AND removed hitsound from 02:41:868 (1) -Okorin wrote:
02:24:618 (1) - shit's broken yo
this post changed my lifeNot-Miraie wrote:
This map was in Qualified. Not anymore
Not-Miraie wrote:
This map was in Qualified. Not anymore
Not-Miraie wrote:
This map was in Qualified. Not anymore
omgNot-Miraie wrote:
This map was in Qualified. Not anymore
Not-Miraie wrote:
This map was in Qualified. Not anymore
if u get why its broken then thats why it has to be dq lolInvisFrames wrote:
Man, why'd this have to be DQ'd. I get it if something is broken in the map, but I'd love for this to be ranked. It's so interesting and fun to play/watch.
meh he just need to fix this and then it will back to qualify sectionInvisFrames wrote:
Man, why'd this have to be DQ'd. I get it if something is broken in the map, but I'd love for this to be ranked. It's so interesting and fun to play/watch.
yeayea, shouldn't need a rebubble before requalify since changed thisScubDomino wrote:
good job probox
Kurai wrote:
unreal... Fixed. I wonder if there is an award for sloppiest mapperMariahCarey wrote:
fanzhen's Extra
02:24:618 - two green points at the same time with different values btw
qProfessionalBox wrote:
d
dq incoming ripKurai wrote:
qProfessionalBox wrote:
d
lmao how many more of these metadata banner mistakes are thereMonstrata wrote:
Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
I'm going for the added edgy feel by having banner be inconsistent with metadata!Monstrata wrote:
Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
Its a sick new copypastafieryrage wrote:
that's what they said about the big black btw so that's not really a valid argument
also promethean kings lol
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like thatKaifin wrote:
top diff
02:04:836 (1) - think this would be cooler if it was just a circle, since there is no vocal here and you presumably are using the 1/8 sliders because of the vocal on 02:04:555 (1) -, also later you decide to use an extended slider here instead of mapping this note at 02:07:649 (1) - so is there a reason for that inconsistency? can't tell if the sound changes but it sounds the exact same to me
02:04:930 (1) - accidental lower volume? it sounds really weird, would bump it up to 60 cause it makes it sound like a missed sampleset
02:07:555 (2) - should be a 1/8 slider for consistency with 02:04:555 -
02:08:680 (2) - why map this note when you dont map it at any of the gaps like 02:02:680 - or 02:05:680 - where it's just as strong? if you insist on mapping this note please make it a 1/4 slider because 02:08:680 (2,1) - this sort of spacing/structure really reads as a 1/4 gap not a 1/2 one
02:12:055 (1,2) - if these sliders were a bit slower sv then 02:12:430 (1) - would be a lot more emphasized, since there are no real huge emphasized sounds on these notes when compared to 02:12:430 (1) - i dont get why they need to be so fast
02:52:180 (1,2,3) - might want to make these a touch slower, really small window for the slider ends + it would read a little better since they're straight making them long af and can look like 1/4: just a minor thing though
that's actually breaking the bng rules lolKaifin wrote:
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like that
i don't think AR10 is much of a problem (or i didn't personally have the issue you're mentioning), maybe it's just you? regardless i think lowering the AR to 9.6 would make a few parts worse, iirc anything below AR10 messes up the taiko stack near the end. more importantly, i don't think the 320bpm back and forth jump part would play well for most people on a lower AR. not at home so i can't link timestamps but you probably know what i'm talking aboutNyanaro wrote:
insane 10/10 mod
While i personally like this map otherwise, there is something i noticed while playing and would like to mention.
[Sweet Surrender]
When playing maps with high slider velocity and sudden hard-to-read jumps such as 01:42:243 (4) - A player requires time to read such sliders and jumps before actually clicking them. This combined with the map's AR10 makes high velocity sliders and jumps like this close to unplayable excluding players with beyond incredible reaction and reading skills (Which i would say are around 5 of.)
An example of a map similar to this is Hollow Wings' Halozy - Kikoku Doukoku Jigokuraku. This map features the same type of elements as the Sweet Surrender difficulty of CANDYYYLAND. How Hollow Wings' manages to handle reading objects for this map is using an approach rate lower than what the map would otherwise supposed to have, to give the player time to read these objects and patterns beforehand, making them entirely playable.
What i suggest for CANDYYYLAND's Sweet Surrender difficulty is the same. The AR should be lower so that the player could have more time reading the difficult sliders and jumps, making the map more playable and easier to read. I personally suggest AR9.6, but that would be up to the mapper to decide.
I too make maps to be strictly SS'able and especially complain about parts that play "unfairly" even though they're completely fine!Mir wrote:
Apparently those things in winber's diff are SSable just really inconsistently it seems.
Shiguma wrote:
I too make maps to be strictly SS'able and especially complain about parts that play "unfairly" even though they're completely fine!Mir wrote:
Apparently those things in winber's diff are SSable just really inconsistently it seems.
Sure the map might be overdone but your reasoning is piss poor and it's as if you didn't actually try to understand why the diff was mapped as it was