what is modding assistant
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
i feel bad for u probox i love u smProfessionalBox wrote:
dq this early just makes me feel like the next time this gets qualified there will be more mods that would have come in now because people only wake up to mod when the map gets qualified thats why I was hoping it would be qualified for atleast until friday when I start to fix... whatever I guess.
can we forget about alien? thanks.Mikii wrote:
if alien was rank y not this 1 2
Yo Probox man, did you even check these things ^ ?