mp3 bitrate rule came on Nov 1st, your map is on Oct 19th so it's ok
Go Bubble #1~
Now someone move this thing to pending
Go Bubble #1~
Now someone move this thing to pending
Uh, is that really necessary? o.oJarby wrote:
Move the offset 4/1 forward
It's 200BPM. Tick rate 2 just sounds noisy and looks ugly for this map imo.Jarby wrote:
and possibly change the tick rate to 2. I see no point in leaving it at 1.
I wouldn't mind if someone asked me to change this, but I completely disagree that it's unintuitive or illogical. It's AR9, and maps aren't sightread purely on their spacing.Jarby wrote:
03:02:964 (1,1,2,1) - Completely unintuitive and illogical spacing here.
Again, I disagree. I find it easy to read and play.Jarby wrote:
03:19:164 (5,6,7,8) - Again, this is not only nonsensical, but also cluttered.
Yes, it affects when the pulse starts on the menu. Having it start before the song does makes no sense.Derekku wrote:
Uh, is that really necessary? o.o
I agree that spacing does not need to be entirely linear throughout a map, but the two examples that I pointed out were offenders because they didn't match any patterns in the music in regards to switches. Based on your argument alone, I could just throw objects anywhere because approach circles exist.Derekku wrote:
It's AR9, and maps aren't sightread purely on their spacing.
animask wrote:
[Collab]
02:06:564 (6) - Should be closer to the previous note... No, I liked it and it's already on spacing
:3~. I'll change AR to 8, but unless I can get some further evidence on why I should change the other two, I won't >w<~.ztrot wrote:
02:43:764 (1) - unrankable slider hoooooooooo No it isn't
Edit: get that AR 9 outta here it doesn't even fit the song ;~;.
Edit edit: the SB lights/the image not the light posts at the start are off time like strong bad off time <Derekku> Storyboard is perfect.
As for that unrankable slider maybe ztrot didnt explain it, but there's no difference between that slider and the previous ones and that slider is faster, not even a tick rate hint so that makes it unrankable, remember that all maps must be able to be sight read on the first try, to make it better you could just remove the speed increase from this slider that would make it longer than the next, so the next one wouldnt have any problemsCDFA wrote:
ztrot wrote:
02:43:764 (1) - unrankable slider hoooooooooo No it isn't Actually it is
Edit: get that AR 9 outta here it doesn't even fit the song ;~;.
EDIT: Also, added tick-rate 2 to make Colin's part approvable.Shiirn wrote:
Modmod!
The hitsounds used are extremely good.
Collab
00:57:864 (3,4) - Mean anti-jump I'll work with it to make it better >:3~.
02:16:164 (5) - Reverse arrow is obscured by earlier note hitbursts. Normally I wouldn't mention this, but I got a lot of flak over this on liberated. From what I see: http://osu.ppy.sh/ss/68227. Seems fine~
03:02:514 (2) - not-quite-perfectly-aligned. Tried my best to alighn with (1) of the next combo, is that's what you're saying.
quoted for truthGarven wrote:
Oh, and tick rate 2 sounds like aaaaaassssss, and the slider in question for rankability is quite fine, play-wise. The speed changes compliment the music quite well, and the sliders are short enough that breaks aren't really going to be happening.
That's why. :V Good job.CDFA wrote:
(Verse) 00:14:809 - 00:48:405 - Natekke