just like you..... te amoKuron-kun wrote:
everything's cute now
just like you..... te amoKuron-kun wrote:
everything's cute now
keep in mind that from what we've seen from when it was qualified, it had a low pass rate and only a handful of 98%+ scoresStjpa wrote:
also worth to mention is that od8 is way too low because the patterns u are using are pretty easy and hp5 is making it way too easy to pass the map with the same argument
Dada wrote:
keep in mind that from what we've seen from when it was qualified, it had a low pass rate and only a handful of 98%+ scoresStjpa wrote:
also worth to mention is that od8 is way too low because the patterns u are using are pretty easy and hp5 is making it way too easy to pass the map with the same argument
od8 isnt low for this kind of map with different rhythms being thrown at the player constantly
hp5 is probably so people dont die from missing a single jumpstream (jumpstreams only exist in mania and you are talking about the standard difficulty ) since that's a frustrating experience for the player
jumpstream as in stream with occasional 1/4 jumps in it, not a stream with double notes like in maniaCra Dow wrote:
keep in mind that from what we've seen from when it was qualified, it had a low pass rate and only a handful of 98%+ scores
od8 isnt low for this kind of map with different rhythms being thrown at the player constantly
hp5 is probably so people dont die from missing a single jumpstream (jumpstreams only exist in mania and you are talking about the standard difficulty ) since that's a frustrating experience for the player
ta falando q o mapa é trágico? lulNet0 wrote:
Diff name is fine if it has a relation to the song/theme of the map/context, etc, which seems to be the case here.
applied Raiden's changes as well, wasn't aware about the Omit first bar line rule in Taiko.Pentori wrote:
03:04:052 (1,2,3,1,2,3) - wots up with the diff spike here, just seems totally unreasonable to play and is like a 0.20 sr boost lol. something like 04:56:007 (1,2,3,1,2,3) - is more in line with the difficulty of the map I don't really see why it's unreasonable, it's definitely the most emphasized and strong part of the whole song, along with its ending. The second one doesn't have big jumps as the first one because it's not as strong as the first you mentioned. Imo it's pretty reasonable, even though it increases a lot the sr.
00:56:799 (2) - 00:57:644 (2) - 00:58:489 (2) - 00:59:334 (2) - and the snapping with this seems a little pointless, especially when you use the same visuals as 1/4 - i wasn't even aware it was 1/6 until opening the editor. could just snap to 1/4 for intuition, or at least make it visually apparent that the snapping is different Yeah, was going to change that anyway. I was really surprised that only a few people were confused by this, the big majority who played this really didn't think this was 1/4. But changed it since I didn't like it anyway.
but ye fun map ♥
thanks a lot :3/Skylish wrote:
It seems no one made a final confirmation on Taiko based on the thread, since the latest change from ghm12 7 days ago.
[Taiko-tou]
> 00:15:883 - from this 0.8x section, 1/6s are hard to distiguish the actual incoming time visually. While in musical sense, 1/6 usage could be implemented right after the Kiai since the after Kiai session contains more layers. No need to make some early bursts in the introduction part imo unless strong rationale behind. I really, really, really feel like I should follow this 1/6. It's literally the only strong thing about this part. I'm going to change the sv to 0,9 in this part to help the reding, and do some 0,8 ~ 0,86 after 00:14:193 - just so it doesn't feel sudden. Also, changed 00:22:221 - from 0,9 ~ 1,0 to 0,95 ~ 1,0.
> 01:42:714 - shifting the SV green timing point to 01:42:080 - can give a small notice to players that: SVs are going to change due to different velocity of barlines. i honestly think it looks weird while playing since there's no note in the barline. also, the break itself gives the idea there'll be something different, at least it's what i've been doing in the map. because of those, i prefer not.
> 02:16:517 - you missed a note here? yes. i swear i didn't hear it until now.
> 02:37:432 - imitating the similar SV changes at 02:50:953 - , a 1.01x timing point should be put here. yeah, also put its volume to 76% (not like it changes much)
! 04:02:362 - redundant barline here, you should have a red timing point with barline omission set. Make sure add it in EVERY difficulty. fixed
[]
I am confused that no one checked the Taiko diff. before the whole set was approved, what a pity. ):
Oh I see, learning everyday... Sorry to Dada for thinking he was wrong, Thanks...Eraser wrote:
jumpstream as in stream with occasional 1/4 jumps in it, not a stream with double notes like in maniaCra Dow wrote:
keep in mind that from what we've seen from when it was qualified, it had a low pass rate and only a handful of 98%+ scores
od8 isnt low for this kind of map with different rhythms being thrown at the player constantly
hp5 is probably so people dont die from missing a single jumpstream (jumpstreams only exist in mania and you are talking about the standard difficulty ) since that's a frustrating experience for the player
haha, it's no big dealCra Dow wrote:
Oh I see, learning everyday... Sorry to Dada for thinking he was wrong, Thanks...
Actually in standard mode context jumps make more sense than some ddr term in mania...