forum

Memme - Avalanche

posted
Total Posts
64
show more
Topic Starter
Bastionior

Garden wrote:

why the dot after diffnames?

It's a long explanation, well it's a technical bug It's that's been going on for years. After u update your map a lot of times (incluing change the diffnames a lot of times) there is a possibility that this bug occurs
this bug shows an "update for latest version" without updating the map
after clicking the update button, a totally different background appears and all the information on the map(bpm, slider, circles, hitsounds, storyboard) is completely deleted.
however to keep your progress saved and continue giving an update without fear of this bug appear, just add a dot to each diff name until this bug is solved. otherwise if left without the dot there is a great possibility of the bug to return and erase all the progress made.
there a example of a recent mapset ranked with dots because that bug >> https://osu.ppy.sh/s/668888


Normal
  1. 00:08:366 (1,2) - spacing, also 00:09:052 (2,1) - pattern might look a bit out of place, I suggest you avoid the overlap here fixed
  2. 01:48:481 (1,2) - spacing fixed
Hard
  1. 00:28:595 (1) - 00:35:452 (1) - etc. nc alone seems not enough to indicate the 1/4 gap, can you nerf the spacing between 00:28:595 (1,1) - ? more close, fixed
  2. 00:38:023 (1,1) - why is this 1/2 gap then? it seems rather inconsistent fixed, made equal like 00:33:052 (1,2,3) -
  3. 00:47:966 (4,5) - I suggest removing triplets in this section, it's a relatively calm part compared with kiais so I don't think it's nice to force too much pressure on the player of this level. (less density here also highlights the kiai better) all removed, fixed.
Insane
  1. 00:28:252 (1,2) - wrongly snapped to 1/16 somehow changed to 1/4 to don't make too painful to do
  2. 00:35:109 (1,2) - regarding the intensity of the notes, try this rhythm pattern instead? -> https://puu.sh/z9S1n/4a6a2e0b81.png okay!!
  3. 01:14:881 (1,2,3) - good geometry patterns but they are too hard to hold combo for 4.5-ish player imo :c well, i keeping the patttern but decreased drastically the ds for each
  4. 01:56:366 (3) - missing hs, also why 01:56:366 (3,4) - rhythm is different from 01:55:681 (3,4) - ? my bad fixed!
  5. I'm a bit worried about your intensive usage of kicksliders in this difficulty, it creates quite a big diff gap from Hard.
    it's like a deja'vu of my first map xd, well i can nerf some kick sliders to make some balance to hard diff, just tell me which ones I will not hesitate, and I'll just change oo
Extra.
  1. od8 for linear diffspread ok!
  2. 00:26:881 (1,2,1,2,1,2,1,2) - etc. I have to say this pattern is even harder than top difficulty .. KILL ME AAAA SORRY, NERFED ALL
  3. 00:32:366 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,1,2,1,2,1,2) - hey the stream movement here is almost exactly the same as previous one, can you do sth else here for variation or maybe it's your intention? indeed, fixed!!
  4. 01:01:509 (3,4,1) - both spacing and flow make the movement to the stream awkward imo changed, fixed!
  5. 01:03:909 (1,2) - spacing here suddenly shrinks>? aaaa fixed too
  6. 01:10:595 (1,2,1,2) - the nc kinda makes sense with music but looks confusing Fixed!
  7. 01:14:709 (1,2,1,2) - ^ , also visual seems a bit broken with the stack? https://puu.sh/z9SDn/8ef4322635.png can't tell if it's intended to look like this well to don't see too broken, i set up manually on the osu. file , stack leniency >> to 0.1
  8. 01:12:823 (1) - should be auto clap instead oh my bad, fixed
Harmonical Catastrophe
  1. 01:06:823 (2,3,1) - you don't have to force the stack, it makes the flow too harsh :c sorry, fixed :C
  2. 01:18:995 (1,2) - I kinda wonder how ppl would read this, can you get some testplays results/feedbacks from other players? i asked for some brazilian players to make a fast tesplay to see if they can read exactly that pattern and the whole diff, i post later just wait aa, but ocassionaly i made like the extra diff, with a difference of spacing the stream 4 by 4 and start a triplet on the first note
    Edit: Idealism's Play
  3. 01:42:309 (1,2) - 01:42:652 (1,2) - swap their placement so there are more spacing between 01:42:138 (2,1) - 01:42:823 (2,1) - ? fixed,
    all equal and symmetrical
  4. 01:47:795 (1,2) - Why not keep following the melody with triplet? switching to the kick seems too sudden, also you can do another symmetry with 01:48:138 (1,2,3) - changed, too, more clean
for m4m
also @Alexsander all fixed too thanks! :3
Thanks AAA!!!
Namki
sup

offset seems something like +12 to me
50% hitsound volume doesn't give enough feedback to player, consider rising it up to 60-65% and 70% up to 80%

[Harmonical Catostrophe]
  1. 00:41:966 (3) - would like to see this emphasized more. Too way prominent sound. I suggest you to just increase spacing.
  2. 00:33:052 (1,2,3,4,5,6,7,8) - it sound less intensier than 00:32:366 (1,2,3,4,5,6,7,8) - but the spacing among circles is equal.
  3. 00:34:595 (2,3) - optional. Try kickslider instead as this double is pretty inaudible
  4. 00:56:195 (8,9) - idk if this works well. I think it's still better to have a slider, instead.
  5. 01:41:452 (4,1) - ye, I recommend to increase spacing, current looks too low.
[Extra]
  1. 00:41:109 (1,2,1) - maybe move that slider a bit away to avoid tiny overlap? Just looks better with this stream 00:40:595 (1,2,1,2,1,2,1,2) - .
  2. 00:41:966 - pretty the same as for the highest diff.
  3. 01:14:709 (3,4,1,2,3) - this pattern is misleading. While playing it would've mistaken with just a triple. I highly recommend you to stack them or space properly.
  4. 01:53:966 (1) - unsure about this slider. Like, path is kind of obvious so I think it's fine.
[Insane]
  1. 00:39:909 (1,2,3,4) - according to the pattern I can say that music doesn't change so having this unemphasized is reasonable. BUT music does change here 00:40:595 - so consider emphasizing it by bigger spacing or something else you find appropriate.
  2. 01:33:909 (2,1) - consider rising spacing as well as here 01:34:423 (2,1) - . They're kinda prominent.
[Hard]
  1. RC wrote:

    If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level.
    Set SL higher.
  2. 00:22:081 (1,2,3,4) - smaller spacing make little sense because part is about to come to the peak and intensity rises as well as pattern's intensity should. Consider rising spacing.
  3. 00:28:595 (1,1) - nazi. Maybe make it 1.7x to avoid that tiny "overlap"?
  4. 01:08:538 (4,1) - blanket is off lol, try finding them yourself
  5. 01:26:538 (1,2,3) - different spacing is pretty senseless here bc they three have pretty equal prominency. Consider making spacing the same, too.
  6. 01:48:138 (1) - some random NC.
[Normal]
  1. RC wrote:

    If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.
    The same as for Hard.
  2. 01:26:881 (2) - that's off-screen.
  3. 00:08:366 (1,2) - you haven't fixed the spacing here.
  4. 00:17:966 (3,4) - idk if 0.08 matters but it's better to not make it differ higher than 0.05x because visually it's pretty noticable.
  5. 00:40:595 (3,4) - I believe it's better to place circle a bit left to follow the flow in the best way.
  6. 00:58:423 (3,1) - inconsistent spacing for sure.
call me back
Topic Starter
Bastionior

Namki wrote:

sup Hello!!

offset seems something like +12 to me Done!
50% hitsound volume doesn't give enough feedback to player, consider rising it up to 60-65% and 70% up to 80% Done, setup to 70%

[Harmonical Catostrophe]
  1. 00:41:966 (3) - would like to see this emphasized more. Too way prominent sound. I suggest you to just increase spacing. lemme explain,
    on insane, extra and harmonical diff i created a special interpretation for that part:
    00:42:664 - volume lower, lower spacing (stacking notes, black and white color for small intensity)
    00:44:035 - volume increasing, increase spacing (not stack, green and pick color for normal intensity)
    00:45:407 - Volume increasing more, increase spacing more (have some distinct sounds so, change patterns duplets/ 1/4 kick sliders change to red and orange combo for high/objective intensity)

    i hope u understand my explanation ooo
  2. 00:33:052 (1,2,3,4,5,6,7,8) - it sound less intensier than 00:32:366 (1,2,3,4,5,6,7,8) - but the spacing among circles is equal. Fixed!
  3. 00:34:595 (2,3) - optional. Try kickslider instead as this double is pretty inaudible Changed!
  4. 00:56:195 (8,9) - idk if this works well. I think it's still better to have a slider, instead. i following 2 distintic sounds which occours there
    00:56:207 - 00:56:293 (9) - , if u notice the both have the same space of every kick slider represented in that section to don't escape from principal sound
  5. 01:41:452 (4,1) - ye, I recommend to increase spacing, current looks too low. Done!!
[Extra]
  1. 00:41:109 (1,2,1) - maybe move that slider a bit away to avoid tiny overlap? Just looks better with this stream 00:40:595 (1,2,1,2,1,2,1,2) - . Fixed!
  2. 00:41:966 - pretty the same as for the highest diff.
  3. 01:14:709 (3,4,1,2,3) - this pattern is misleading. While playing it would've mistaken with just a triple. I highly recommend you to stack them or space properly. done!
  4. 01:53:966 (1) - unsure about this slider. Like, path is kind of obvious so I think it's fine. changed!
[Insane]
  1. 00:39:909 (1,2,3,4) - according to the pattern I can say that music doesn't change so having this unemphasized is reasonable. BUT music does change here 00:40:595 - so consider emphasizing it by bigger spacing or something else you find appropriate. fixed!
  2. 01:33:909 (2,1) - consider rising spacing as well as here 01:34:423 (2,1) - . They're kinda prominent. fixed too i guess
[Hard]
  1. RC wrote:

    If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level. fixed!
    Set SL higher.
  2. 00:22:081 (1,2,3,4) - smaller spacing make little sense because part is about to come to the peak and intensity rises as well as pattern's intensity should. Consider rising spacing. changed, fixed!
  3. 00:28:595 (1,1) - nazi. Maybe make it 1.7x to avoid that tiny "overlap"? fixed?
  4. 01:08:538 (4,1) - blanket is off lol, try finding them yourself lol, fixedd
  5. 01:26:538 (1,2,3) - different spacing is pretty senseless here bc they three have pretty equal prominency. Consider making spacing the same, too. changed a bit to equal!
  6. 01:48:138 (1) - some random NC. done!
[Normal]
  1. RC wrote:

    If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.
    The same as for Hard. Fixed!
  2. 01:26:881 (2) - that's off-screen. AAAAAAAAAAAAAAAAAAAA
  3. 00:08:366 (1,2) - you haven't fixed the spacing here. My bad fixed too
  4. 00:17:966 (3,4) - idk if 0.08 matters but it's better to not make it differ higher than 0.05x because visually it's pretty noticable. fixed i guess?
  5. 00:40:595 (3,4) - I believe it's better to place circle a bit left to follow the flow in the best way. changed!
  6. 00:58:423 (3,1) - inconsistent spacing for sure. reformed!!
call me back AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA THANKS! OMG AGAIN THIS IS HAPPENING LOL
Namki
For top diffs I meant exactly that sound 00:41:978 - not the circle section.
Insane: Also, bigger spacing for 01:34:093 - and 01:34:778 - , you made smaller.
Normal: 00:09:064 (2,1) - spacing. Make sure you spaced every next object properly, this happens sometimes.
Extra: 01:53:978 (1) - is this supposed to end on 1/8?

once you fix them catch me ingame for recheck
Namki
Topic Starter
Bastionior
:D :) :P :idea: :arrow: thankiiiies!!! :D :D :D :) :) :) :) :) :)
omg i so happy t_t, this is happening again
Net0
BOA!
Uta
Gratz!!
Topic Starter
Bastionior
Its gonna happening again garden xd?
Garden
qualified
Kyouren

Uta wrote:

Gratz!!
_handholding
net0 would be proud!
Topic Starter
Bastionior

Uta wrote:

Gratz!!
Thanks!!!

KittyAdventure wrote:

Uta wrote:

Gratz!!
Thanks UwU

Kisses wrote:

net0 would be proud!
yeah!! thanks too :O
riffy
Shouldn't the source be listed as Pump It Up Prime?

Not actually sure of that, but that'd make more sense. Considering even Andamiro themselves refer to it this way
Topic Starter
Bastionior

Bakari wrote:

Shouldn't the source be listed as Pump It Up Prime?

Not actually sure of that, but that'd make more sense. Considering even Andamiro themselves refer to it this way
Oh Hello! Answering:
Well.. yes, but... I particularly don't have a conviction that I had a difference in the source, and I kept going on, considering, seeing that have a recent mapset ranked with the same source, so... I and the nominators in question on this map feel safe about that, but if want i can request a DQ to correct this oo
riffy
I've no clue whether it actually changes anything or not. The safest bet is to ask a QAT member about that
Namki
Bakari is right, it should be uppercase.
Kurai
fix fix pls, I'll requalify asap
Topic Starter
Bastionior

Kurai wrote:

fix fix pls, I'll requalify asap
LOL THATS FAST XD
done oo, meta fixed
Shiirn
While I'm here, can I offer some advice?

This is not an attempt at stopping this map at all; as it sits right now it is perfectly rankable and clean enough to consider a "good" map, but...

I noticed that a lot of this map utilizes symmetrical patterning, which I think is really cool, but there are several points where you decide to use a specific form of symmetrical pattern at the detriment of following the musical notes, which I feel rather defeats the purpose of making such a pattern-based map - if the patterns are not following the music, you are not making a map, just a collection of "lol this is cool right?" patterns that don't necessarily follow the music when you could easily make symmetrical patterns that do follow the music, you just need to be better.

For more specific examples, here's a few:
  1. 00:12:493 (1,2,1,2,1,2) - Interesting juxtaposition, but the final 1/2 is still part of the little background trawl and would melodically fit better as a 1/4 slider.
  2. 00:33:750 (1,2,1,2,1,2,1,2) - No real need to NC spam this, the pairs aren't that spaced apart and the musical roll is still just an 8-note set, not four 2s.
  3. 00:45:578 (2,3,1,2,1,2) - When you follow the staticy trill under 00:45:578 (2,3,1) - but then ignore it entirely for the sake of symmetry with 00:46:093 (1,2) - , this is a blatant statement of "fuck the music, you're playing MY map", which i feel is not what a mapper should generally strive for.
  4. 00:51:578 (1,2,1) - The triple underneath 2 is so powerful and you follow it pretty much every time, but here your precious symmetry fucks it over.
  5. 00:52:264 (1,2,1,2,3) - This pattern would be amazing if it was something more like THIS, and could even more easily maintain a symmetrical pattern the same way you're doing now, but as it sits it's largely ignoring the music! a big ew to me.
  6. 01:04:607 (1) - Notes like this are 1/6, not 1/8. I'm not sure how the ranking criteria treats these at the moment, but technically the snapping is wrong on a lot of these. I'll leave it up to someone else to actually decide on this.
  7. 01:06:493 (2,1,2,3) - see symmetry strikes again - the first 2 would nominally be a triple to follow the backbeat, but you again ignore it for the sake of a symmetrical pattern that could easily be modified to still fit the music and be symmetrical.
  8. 01:25:178 (1,2,3) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
  9. 01:32:893 (2,1) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
  10. 01:33:407 (1,2,1,2,3) - same as the last time.
  11. 01:40:264 (1,2,3,4,5,6,7,8) - Normally you have a 1/4 slider starting these off-beat start rolls off, but here it's a full stream? This goes for MOST of the streams in the last chorus...
  12. 01:51:235 (1,2,1,2,1,2,1) - this is just all fucked up - the 1/4 2 should be a triple, the split double stream makes no sense, does not fit the map, and is a massive, worthless difficulty spike.
  13. 01:52:950 (1,2,1,2) - these are plain 4 rolls please stop trying to put awkwardly shoved in "inspired by hanzer but now is used so commonly incorrectly and badly that the incorrect and bad execution has become the normal definition" techniques.
  14. 01:56:721 (1) - nitpicky but imo this is more of a circle sound than a slider sound :shrug:
Namki
Agree with snapping but the rest doesn't seem valid to me. I will let Kalindraz explain his position first.
Shiirn
Again; like i said, i'm not even trying to apply suggestions - I made that post long prior to the DQ. I don't expect nor particurally care if any points are applied, but they are all valid if you ask me - there is no logical reason to force unfitting symmetrical patterns if you can create fitting symmetrical patterns.
Topic Starter
Bastionior
sorry for long late oo

Shiirn wrote:

While I'm here, can I offer some advice? sure.

This is not an attempt at stopping this map at all; as it sits right now it is perfectly rankable and clean enough to consider a "good" map, but...

I noticed that a lot of this map utilizes symmetrical patterning, which I think is really cool, but there are several points where you decide to use a specific form of symmetrical pattern at the detriment of following the musical notes, which I feel rather defeats the purpose of making such a pattern-based map - if the patterns are not following the music, you are not making a map, just a collection of "lol this is cool right?" patterns that don't necessarily follow the music when you could easily make symmetrical patterns that do follow the music, you just need to be better.

For more specific examples, here's a few:
  1. 00:12:493 (1,2,1,2,1,2) - Interesting juxtaposition, but the final 1/2 is still part of the little background trawl and would melodically fit better as a 1/4 slider. i don't get it, you can explain better, your words sounds a bit confusing to me =/
  2. 00:33:750 (1,2,1,2,1,2,1,2) - No real need to NC spam this, the pairs aren't that spaced apart and the musical roll is still just an 8-note set, not four 2s.
    well, this is your subjective view, right? I mean, doesn't need more/less spacing to nc that pattern, that pairs of 2 to 2(up and down and other forms) justify what I accurately hear, distinct sounds every 2 notes. NCing are appropriate to have a separation between patterns. In this sense, I think that the NCing here works good, have a lot of separation in patterns because of the instrumentation shifts(focusing on violin and the "noise/distorted sound"). i think that answer can be applied to 01:52:950 (1,2,1,2) - and 01:51:235 (1,2,1,2,1,2,1)
  3. 00:45:578 (2,3,1,2,1,2) - When you follow the staticy trill under 00:45:578 (2,3,1) - but then ignore it entirely for the sake of symmetry with 00:46:093 (1,2) - , this is a blatant statement of "fuck the music, you're playing MY map", which i feel is not what a mapper should generally strive for. fixed, my bad..
  4. 00:51:578 (1,2,1) - The triple underneath 2 is so powerful and you follow it pretty much every time, but here your precious symmetry fucks it over.
  5. 00:52:264 (1,2,1,2,3) - This pattern would be amazing if it was something more like THIS, and could even more easily maintain a symmetrical pattern the same way you're doing now, but as it sits it's largely ignoring the music! a big ew to me. reformed, fixed..
  6. 01:04:607 (1) - Notes like this are 1/6, not 1/8. I'm not sure how the ranking criteria treats these at the moment, but technically the snapping is wrong on a lot of these. I'll leave it up to someone else to actually decide on this. fixed.
  7. 01:06:493 (2,1,2,3) - see symmetry strikes again - the first 2 would nominally be a triple to follow the backbeat, but you again ignore it for the sake of a symmetrical pattern that could easily be modified to still fit the music and be symmetrical.
  8. 01:25:178 (1,2,3) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
  9. 01:32:893 (2,1) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
  10. 01:33:407 (1,2,1,2,3) - same as the last time. fixed.
  11. 01:40:264 (1,2,3,4,5,6,7,8) - Normally you have a 1/4 slider starting this off-beat start rolls off, but here it's a full stream? This goes for MOST of the streams in the last chorus... another error mine, fixed..
  12. 01:51:235 (1,2,1,2,1,2,1) - this is just all fucked up - the 1/4 2 should be a triple, the split double stream makes no sense, does not fit the map, and is a massive, worthless difficulty spike. i don't want break this pattern (01:51:578 (1,2,1,2) - ) like all did on this section (01:48:835 (1,2,1,2) - ,01:50:207 (1,2,1,2) - to placing a triplet, because that i place the 1/4 slider and not 3/4 like the previous(01:48:493 (1) - , 01:49:864 (1) - ).
  13. 01:52:950 (1,2,1,2) - these are plain 4 rolls please stop trying to put awkwardly shoved in "inspired by hanzer but now is used so commonly incorrectly and badly that the incorrect and bad execution has become the normal definition" techniques. can u affirm this sentence? well i study about pattern multiple times and i seeing multiple maps with the same pattern(i'm not trying to justify other maps into my, it's just to have a concrete base), that pattern its work good because the low bpm(175) give such time to reading without problems(unfortunately, the map was qualified for 10 hours and at that time only had 1 fc, but I believe that if it was for a longer duration would have many others fc present)
  14. 01:56:721 (1) - nitpicky but imo this is more of a circle sound than a slider sound :shrug: well, you right but, i hearing an intense sound on that point, i leaving the circle(single note) sound to inferior diffs like hard/normal/easy.
about "Again, 2 is symmetrical despite the potential for triples to actually follow the music." i said again, i don't placed the triplets because my focus it is on violin and symmetry i made 2 1/4 to make one mirrored to the other and the 1/4 can support the triplets beats.
Thank you for looking at my map. I don't have problems to fixed things and etc..
but you must imagine how hard it should be for any mapper who does something different from the comun (incomum) one having something ranked (not wanting to present any kind of drama)
I always try to avoid the fewest possible errors oo

well, I just wish you did not use offensive words (or make sarcastic/ironic comments)
i know u are good modder but your use of offensive words turn you into a bad person/modder =/

well, sorry for any english mistake
@Kurai can i imagine, You can't requalify because I did the shiirn's changes. unfortunately =/
@Namki and @Garden sorry for that mistakes if both like give another chance I would be grateful
well thats its
Shiirn
My language is designed to intone exasperation because these kinds of things should be noted by any modder worth their BN title, since these are often things that separate good maps from great maps or great maps from amazing maps, and thinking about these options and deciding which best fits your vision is your job as a mapper.

It is theoretically the job ofmodders to give you options tot hink about, not simply correct obvious errors. Most modding right now i feel is way too afraid to say anything that could be argued with. This atmoaphere of non-combativeness simply hurts creqtivity and innovation.

I apologize if you feel that my mod was insulting to the mapper. It was intended to point out the lacklustre quality of the mods you got to help your chosen symmetrical style flourish.
MaridiuS
"01:40:264 (1,2,3,4,5,6,7,8) - Normally you have a 1/4 slider starting this off-beat start rolls off, but here it's a full stream? This goes for MOST of the streams in the last chorus... " Thanks for pointing this out shiirn i forgot to mention it when i saw it bubbled.


Regarding the sliders that could be made in a triple consider it once again. Usually people just defend it but haven't really tried the suggestion, so my suggestion is to experiment a little bit more to see if it will be possible to make to your liking because personally the drums are too loud and would offer a nice variation in gameplay to where the triple is called for. Like shiirn I'm not insisting to make the change, I'm just insisting to try it and experiment a little bit more with that you may end up liking it more in the end.
Topic Starter
Bastionior

MaridiuS wrote:

Regarding the sliders that could be made in a triple consider it once again.
I already said my reasons about that, so.. No.
I believe it has a lot of visual impact shrouded in these changes and symmetry remains the focus around the difficulties, and as stated;
1/4 kick sliders can support triplets (not so present in music) I can enhance their visibility (by adding a hitsound and/or increasing the volume)
Shiirn

Kalindraz wrote:

1/4 kick sliders can support triplets
Yes, if you've consistently represented that particular form of triple with a 1/4 slider in the past, and continue to do so in the future, without a good thematic reason to do so.

You already consistently represented those triples as three circles before that pattern, and use three circles after it as well.

There is no non-bullshit reason to force that pattern to use two 1/4 sliders for such a powerful triple that you have always previously and always done after.

Except, apparently, "Because I want to use a perfectly symmetrical pattern here, not one designed around being symmetrical with 2 circles instead of a 1/4 slider".




It took me less than a minute to come up with a replacement example for 01:32:721 (1,2) - . This is obviously not the potentially best one, as there are many you can consider, but it took less than a minute to come up with a way to potentially have a symmetrical pattern that follows the music.

I don't understand what's so hard to understand about this.
Saturnalize
some stuffs

00:13:521 (1) - instead of tilting the slider, why don't just create a fake stack?

00:13:693 (2) - no whistle as no violin, use drum whistle if u wanna follow the roll

00:34:435 (1) - if the reason you did 1/8 here is because the wub then don't because then you need to follow it to 00:34:778 - which at that time you're following violin

00:36:835 (3) - ctrl+g would give a better impression of looping movement as that's what you did at 00:37:350 (2,3) - , there's no point to make it different movement

01:06:664 (1) - Following the previous pattern 01:05:978 (1,2,1,2) - , this should have ctrl+g

01:02:893 (1,2) - following the fm, it should start at 01:02:807 instead. Also, I thought you said symmetry and stuff so 2 is better at https://osu.ppy.sh/ss/10184955 (if you persist on keeping it at least blanket 01:02:550 (1) - 's head properly

00:41:293 (1,2) - you don't use 1/8 hold nor 1/4 spam?

01:51:235 (1,2) - funny how you feel concerned about the kick here when you don't during the rest of this part, resulting this two sliders the only different thing among 01:48:493 (1) - 01:49:864 (1) - 01:52:607 (1) - 01:53:978 (1) -

01:57:064 (1) - optional but since you did kiai burst here and there, giving one here won't hurt.

please don't bash me I have 26 children

add: 00:30:493 (2) - fix stack w
Topic Starter
Bastionior

Saturnalize wrote:

some stuffs hey ya!

00:13:521 (1) - instead of tilting the slider, why don't just create a fake stack? hmm fixed? i guess u mean stack them right

00:13:693 (2) - no whistle as no violin, use drum whistle if u wanna follow the roll set drum whistle

00:34:435 (1) - if the reason you did 1/8 here is because the wub then don't because then you need to follow it to 00:34:778 - which at that time you're following violin well, i can hear 1/8 there, try listen on 25% or 50%

00:36:835 (3) - ctrl+g would give a better impression of looping movement as that's what you did at 00:37:350 (2,3) - , there's no point to make it different movement ye ye!

01:06:664 (1) - Following the previous pattern 01:05:978 (1,2,1,2) - , this should have ctrl+g reformed after shiirn's mod

01:02:893 (1,2) - following the fm, it should start at 01:02:807 instead. Also, I thought you said symmetry and stuff so 2 is better at https://osu.ppy.sh/ss/10184955 (if you persist on keeping it at least blanket 01:02:550 (1) - 's head properly sure!

00:41:293 (1,2) - you don't use 1/8 hold nor 1/4 spam? oh , right!

01:51:235 (1,2) - funny how you feel concerned about the kick here when you don't during the rest of this part, resulting this two sliders the only different thing among 01:48:493 (1) - 01:49:864 (1) - 01:52:607 (1) - 01:53:978 (1) - indeed, i understand after long talk with shiirn, reformed!

01:57:064 (1) - optional but since you did kiai burst here and there, giving one here won't hurt. done, also setup on harmonical, extra and insane diff

please don't bash me I have 26 children i'm gay

add: 00:30:493 (2) - fix stack w okay!
well thanks for the mod, i not a devil pls

Shiirn wrote:

Yes, if you've consistently represented that particular form of triple with a 1/4 slider in the past, and continue to do so in the future, without a good thematic reason to do so.

You already consistently represented those triples as three circles before that pattern, and use three circles after it as well.

There is no non-bullshit reason to force that pattern to use two 1/4 sliders for such a powerful triple that you have always previously and always done after.

Except, apparently, "Because I want to use a perfectly symmetrical pattern here, not one designed around being symmetrical with 2 circles instead of a 1/4 slider".




It took me less than a minute to come up with a replacement example for 01:32:721 (1,2) - . This is obviously not the potentially best one, as there are many you can consider, but it took less than a minute to come up with a way to potentially have a symmetrical pattern that follows the music.

I don't understand what's so hard to understand about this.
After this i fixed some things to capture that god triplets and other stuff, sorry for anything i don't get it right lol
Namki
Fixed snapping in Extra and Insane. Good to go!
Garden
we made some changes in extra/top diff for playabiility
Karen
01:30:664 (1,2,3,4) - 01:32:035 (1,2,3,4) - please nooo, they just cause unreasonable reading problems, this kind of reading patterns isn't fun because it can be avoided by moving only 1 pixel, the movement doesn't even change, but it would be much easier to read
Topic Starter
Bastionior

Karen wrote:

01:30:664 (1,2,3,4) - 01:32:035 (1,2,3,4) - please nooo, they just cause unreasonable reading problems, this kind of reading patterns isn't fun because it can be avoided by moving only 1 pixel, the movement doesn't even change, but it would be much easier to read
aaaa hello, well.. I couldn't figure out the level of fun present. I think this is subjective, I mean, it depends a lot on how each player adapting, experiencing in this type of patterns/map/music.
Maybe it's difficult for someone in the first game, entry into this type of mapping/Maybe it's something easy for someone who already is accustomed to playing this type of mapping
Well, sorry but I did not know about this problem of reading, but referring to that, I put it due to the suggestion of a group, including those who mod on this map.

In a certain way, thanks for notice I will carry forward this type of suggestion in my next projects!
tatemae
unreasonable reading problems

g r a t z x d
Topic Starter
Bastionior

Loreley wrote:

unreasonable reading problems

g r a t z x d
dont bully me :c!!


thank you >.<
Ataraxia
Seguinte quem toma DQ nesse mapa vai votar no bolsonaro e é hetero conservador espancador de gay

congratz kal !
Delis
perfectly stacked sliders along with spaced streams are pretty dumb to play anyway i dont know about fun but the point that karen mentioned is objective in both mapping/modding way?
Topic Starter
Bastionior

Delis wrote:

perfectly stacked sliders along with spaced streams are pretty dumb to play thanks.. -_ - anyway i dont know about fun but the point that karen mentioned is objective in both mapping/modding way?
maybe, about modding: i don't have much to say because, i just said above that, i got the feedback from the people, and that in the view of those involved a pattern in itself isn't unreadable, people recommend this form( mod suggestion) on this thread to keep okay (playable)
about mapping, i think doesn't have any aspect to making that pattern unreadable if see in editor, i mean, have many factors that make this pattern hmm.. readable like ar, bpm, perfect stack, non-overlap in previous/actual/next notes :? :|
well i think that's it
Delis
nobody says the pattern is unreadable, it just only makes the section underwhelming when you unnecessarily map a section too reading heavy
_handholding
rip HD players
show more
Please sign in to reply.

New reply