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tofubeats - CANDYYYLAND feat. LIZ (Pa's Lam Sys...

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Xinnoh
Hold up one sec, the ranking criteria was updated so that slider bodies with perfect overlaps are now rankable. You could revert the overlaps back to what they were originally if you want.

https://github.com/ppy/osu-wiki/pull/840

edit: wait you already knew, I forgot since I read your response at 4 am
Epiphany
02:21:618 (1,2,3,1,2,3,1,2,3,1,2,3) - in fanzhen's diff still somewhat unplayable, thought it'd get changed :( bummer
Topic Starter
ProfessionalBox
reverted perfect overlaps in top diff and nathan diff since its now allowed in rc!


edit: Added better quality image for Nathan diff!
Xinnoh
Perfect overlaps are back
mekeira
bubbled?
ScubDomino


good job probox

Edit: he said this looks better we're all going to die soon
Topic Starter
ProfessionalBox

ScubDomino wrote:



good job probox
yeayea, shouldn't need a rebubble before requalify since changed this
Kurai
a
NeilPerry
regratz dudes!
Feerum
Hello.
This Beatmap got qualified before the 24h after the Bubble passed.

Please wait from now on 2h before re-qualify it again
Reverted to Bubble
Kurai
Nao Tomori
rip
Topic Starter
ProfessionalBox

Kurai wrote:


Don't worry man time is subjective
Voli
fanzhen's Extra

02:24:618 - two green points at the same time with different values btw
Topic Starter
ProfessionalBox

MariahCarey wrote:

fanzhen's Extra

02:24:618 - two green points at the same time with different values btw
unreal... Fixed. I wonder if there is an award for sloppiest mapper
squirrelpascals
Hahahaha
toybot
aaaaaaaaaaaaaaaaaaaaaaaaaa
Topic Starter
ProfessionalBox
d






















































































































i dont want to admit but adjusted overlap on this part of top diff 03:09:618 - but I made 100% sure I didn't mess anything else up so no unsnaps and no duplicate timing points I swear to god.
Joe Castle
:(

Can i shoot a star real quick? uwu
-sandAI
first ar 9.9 map ruined
Xinnoh
what is modding assistant
winber1
cand can d cady land cady can y
Kurai

ProfessionalBox wrote:

d
q
toybot

Kurai wrote:

ProfessionalBox wrote:

d
q
dq incoming rip
hi-mei
here we go again

cool shit pr0b0x
Sotarks
don't dq this anyone thx and gratz for making one of the best map of all time
Monstrata


Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
Will Stetson
fuk mns trato dq
_DT3

Monstrata wrote:



Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
lmao how many more of these metadata banner mistakes are there
Awesome map tho o/
Topic Starter
ProfessionalBox

Monstrata 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!
Uta
dq intensifies
Warpyc
This map is IMPOSSIBLE. Literally. The beats are WAY too fast and the timing doesn't even sync up at times. I tried this with the Autopilot Mod. But even still. This map is fucking impossible. Please test your maps yourself before posting them. Because any human being can see how IMPOSSIBLE this map is.

beware of memes
fieryrage
that's what they said about the big black btw so that's not really a valid argument

also promethean kings lol


im old
toybot

fieryrage wrote:

that's what they said about the big black btw so that's not really a valid argument

also promethean kings lol
Its a sick new copypasta
Kaifin

Kaifin 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
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
Kagetsu

Kaifin 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
that's actually breaking the bng rules lol

Monstrata
p/6349174

p/6341740

Seems it was partly replied to, and there seemed to have been a decent amount of discussion here so I don't feel like the mod was ignored. ProBox probably should reply point-by-point though, but don't make this out to be more than it is xD.
Kaifin
i would like a point by point reply
Nyanaro
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.
Jace

Nyanaro 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 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 about
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