I mildly enjoy playing this map :>
[ Drop ] wrote:
elsword bg <_>
DTM9 Nowa wrote:
02:38:276 (3) - 02:49:310 (3) - You could NC stuff like this just to make the patterning little bit more clarified ok
Also stuff like this 02:35:172 (3,4) - to clarify the SV multiplier changes because leaving the players uninformed will just fuck up their attempt to clear the map and make them sceptical about what SV multiplier you are about to pull next. This 02:38:620 (1,2) - is a good example of it because the 2 is about twice as fast as the 1 and there is literally no way to tell from the melody for example that there is that kind of a SV multiplier change so they will most likely think that the 2 is just bit longer but same speed. Though this kind 02:51:034 (1,2,3,4) - of SV multiplier changing may not need to be represented by a NC because the patterning shows the way that the next sliders are going to be so in my books they are an exception
im not sure but i thought you still can notice because there is a tick.
02:59:137 (3,1,1) - I'm not the right person to judge this but just fyi some people may disagree with stacking like this ok
03:57:758 - Same thing as before (see the suggestion about adding a slider to the break to get rid of the emptiness w/o getting overmapped) ok
Lassikko wrote:
02:47:414 (2) - move 1px up to fix blanket it makes these sweet.
02:48:103 (2) - ^^ ^
03:44:741 (3) - 1px down ^
WhytFng wrote:
02:55:172 (1) - i hate to be 'that guy' but this is tilting my "burai meter"... if using high sv, i suggest making sliderpath more clear -- otherwise, lower sv to use this indistinct shape. i love the art, though... this is too much of a leap for me. players would have to have played the map at least once to know about this huge sv change, and that could ruin a play for some if they broke here. ok
03:56:379 (1) - um, what? map is moving way too fast to even know that this was bent... could you just make sv half as much and make this so much simpler please (remove end tick, make straight)umm but i wanna just emphasize noise sound.
Thanks for moddingVell wrote:
- 02:53:620 (7) - make this slider flow visually better into the next one for example changed
- 02:59:310 (1) - Im fairly convinced this is impossible to sightread for the vast majority of players, had to look it up twice in the editor to not break here because I kept wanting to click 02:59:482 - this note as well since its pretty much impossible to see this as a 1/2 slider. I suggest stacking it with 02:58:965 (2) - ,makes it much more readable and keeps the aesthetic ok
ProfessionalBox wrote:
hitsounding by Xilver
Ephemeral wrote:
Simply exceptional.
DTM9 Nowa wrote:
There are few SV multiplier changes that could be represented by a NC like this one 01:23:103 (2) - in the Bonzi's (?) part changed 01:22:758 (1) - to be 2.00x so this doesn't apply anymore
01:45:172 - I can somewhat relate to what you are trying to achieve with this break but tbh it kinda still feels like there could be something instead of... well just emptiness like for example these 01:45:344 - 01:45:431 - (maybe this 01:45:517 - aswell because there is sort of a hold sound on this one 01:45:431 - ) could for example be mapped under a 1/4 slider. It would get rid of the feeling of emptiness without getting overmapped crammed another slider in there
WhytFng wrote:
01:36:379 (4,1) - awkward flow transition, 01:35:000 (2,3,1,2,1,2,3,4) - implies VERY strong ccw flow and makes this jump weird to play (hard to tell flow direction). however, since flow change does occur in an earlier combo during this section, maybe something like [this] would be easier to see while preserving feel of large distance the whole thing's a mess honestly, and even if the idea was that of a continuous circular flow, the overall movement of the pattern is still quite restrictive and cramped. Eugh. Remade into something less painful to go through.
changed some stuff i wasn't satisfied with while was at itlazyboy007 wrote:
- 01:44:310 (1,2,3) - spaced triplet like here aren't used as much as stacked ones like here 01:40:172 (1,2,3) - I don't feel a difference in intensity, yet you mapped it differently. This applies on the second kiai too, I feel like it's mapped somewhat inconsistently. 03:48:275 (3,4,1) - this as an example, a truly spaced triple here would fit wonderfully, 03:56:724 (1,2,3) - same here. ehhh yet i feel somewhat of a difference in intensity between the two. The first is subtle but still quite hearable, while the second one is even backed up by vocals. Changed anyway, wasn't 100% happy with it
makes you wonder why they wanna remap itPonoyoshi wrote:
This is the best map I've ever seen so far
ProfessionalBox wrote:
This beatmap was submitted using in-game submission on 24 November 2017 at 16:12:07
Artist: MitiS
Title: Living Color (Dezpot Remix)
Tags: collab collaboration -tochi xilver neurofunk drum and bass dubstep wub dnb rrtyui bonzi byfar probox
BPM: 174
Filesize: 29173kb
Play Time: 05:16
Difficulties Available:Download: MitiS - Living Color (Dezpot Remix)
- Vividness (5.91 stars, 1168 notes)
Information: Scores/Beatmap Listing
---------------hitsounding by Xilver
melloe wrote:
bonzi
04:27:586 (1) - there is a very heavy low-roaring sound here, as well as 04:33:103 (1,2) - here. on my first playthrough i was kind of disappointed to not see those sounds expressed, since a similar sound was expressed very well at 02:24:137 (1) - which is probably one of my favorite parts of the map. for 04:27:586 (1) - i would suggest two higher-SV 1/2 sliders, then some circles to express the "heaven with" syllables. then for 04:33:103 (1,2) - i'd suggest similarly kicking up the SV for those two sliders just a bit. just out of personal preference, i'd prefer it to remain calm, sorry.
01:35:000 (2,3) - i dont think anything really calls for a double that faces away from the next slider. adds a type of psychological stress that isn't seen in the rest of that section. seems a little out of place, but not that big of a deal stacked
NeilPerry wrote:
Bonzi:
01:31:379 (2) - not sure abt offscreen but better for move it some pixels right. i checked it in 4:3 it seems offscreen very little fixed
01:36:206 (2,2) - as u did b4, mby stack with angle shape perfectly? https://puu.sh/ysqEQ/5a10a80909.jpg sure
04:19:655 (2) - NC for big sv gap? yea
thanks everyoneDoormat wrote:
[Bonzi]ehhh not really because the 01:22:758 - sequence has a sightly different focus in objects than the other ones, since a part of the music has yet to fade away.
- 01:24:655 (3) - i actually kind of expected this slider to be a bit more like 01:30:172 (2) - 01:35:689 (1) - 01:41:206 (1) - etc.
Tochi will fix storyboard now so should be ready today or tomorrow depending on him!Doormat wrote:
[General]
soft-hitwhistle2.wav is reporting a hitsound delay, but i checked the files and can't seem to find one? if you can find a better version of the .wav i'd suggest replacing it in case ok
03:02:341 - 03:20:100 - unsnapped green lines lol fixed
[Storyboard]
Everything about storyboard will be fixed now that the map will be bubble ready after your check (we purposefully left it unfixed since it would have been extra effort to fix it after every mod apply)
[ProBox]
00:30:258 - there appears to be another drum sound here. personally think it would be a good idea to map it since it sounds really close to the hitnormal you chose to use for the intro Meh I don't think this needs mapping, would feel really awkward in the context of the whole part
00:48:793 (3) - maybe stack this with 00:48:965 (4) - would look a bit nicer imo, but if you want to differentiate between synths and vocals then i understand why it's mapped the way it is changed this around
01:16:724 (3) - why is this snapped to 1/12 you're missing the very obvious sound on the blue tick accident
01:21:982 - missed dnb beat; this one is really apparent so i highly recommend you map to it (if anything you could make 01:21:896 (2) - a 1/4 slider or something) did a compromise by adding 2x of those sliders
[rrtyui]
02:35:862 (1,1,1) - personally think it would be a better idea to bring out the slider end a bit more to help with readability, especially for the last one sure i guess
02:40:862 (1,2,3) - maybe increase SV and space it out a bit more? looks a little cluttered can do
02:44:827 (1) - try double repeat slider? i think it would work more effectively than single repeat ye
[byfar]
03:06:551 (1) - this shouldn't be a circle slider; it sounds fundamentally different from 03:06:724 (1,1,1,1) - so having the same slider shape just strikes me as really odd
ok do what you need to
oh thatApraxia wrote:
ok sorry but im triggered
https://i.imgur.com/wpgV0tr.png what is tHIS? it doesnt look like the backgroud at all
took me a while to remember context LOLNathan wrote:
aspire????ProfessionalBox wrote:
took me a while to remember context LOL
yeah I did a slideranimation doing that so somewhat aspireidke wrote:
aspire????ProfessionalBox wrote:
took me a while to remember context LOL
just waiting on byfar honestlyMonstrata wrote:
reply to mir i'll lend you my circlejerk