Updated with Backfire's updated diff.
Mod much appreciated. :3Garven wrote:
As per your request:
[General]
[Easy]
00:48:646 (1) - Kind of soon after a spinner for an easy... but it might work okay if you put it near the center of the screen so it's easier to aim for. Fixed.
00:58:246 (1) - ^ Fixed.
[Backfire's Super Taiko]
Add Backfire to tags Fixed.
This... seems pretty ridiculous. Just sayin' Dunno what to say, people who play taiko say it's fine. :p
[Insane]
00:08:746 (1,2,3,4,5,1,2,3) - People with default hitbursts are gonna hate you for that, haha Uh that's fine, before it was a much harder pattern here so I changed to this. Noone got it wrong yet though (from the people who i gave this to test).
00:32:296 (5,6,1) - These look really misaligned due to the stacking of 00:32:146 (4,2,4,6) - along with it just being placed off anyway.It was intended to be slightly off, but I remade the pattern. No stacking here anymore.
01:49:396 (2,3,4,5,6,7,8) - I really don't like this pattern. Doesn't play very well to me. Nah I will leave this one, it's not really complicated and it returns to a proper place to start the stream at.
Solid maps for the ENH. Taiko feels over-done, and Insane.. well, it fits the difficulty title, that's for sure. Keeping up that fast of a stream for so long is pretty damned tough, though.Can't really say much about taiko as I know nothing about it, but the stream shouldn't be too much of a problem considering it's only like 3 seconds long (32 notes @200bpm), also there are far more insane maps out there.
Try deleting the map first and then download it. The mp3 changed recently which fixes all offset issues.OzzyOzrock wrote:
Uh, the offset seems very off. Using what I got when I re-downloaded it, I got 61% on the taiko (I'm one of the most accurate players >>) having 2x more 100s than 300s...
With -80 local offset, it actually seemed on sync, but then I noticed that it started falling apart, it started being to early, then find again, then too early o.o
It might be an error on my side (I re-downloaded and everything) but the point is the taiko diff looks ugly >:3
Fair enough. Taiko diff removed. If you want me to put it back, try to cater the audience, if you know what I mean (if you don't then try to make a compromise to make it stay as you want, but that people like it as well).Backfire wrote:
Might as well just delete the taiko diff. at this point. Im not going to change anymore unless it's imperative. It seems to be the part that's bothering everyone, anyways.
Hehe, dunno how to take this, as a compliment or as complaint. I'll go with a compliment.knjiga wrote:
Insane je ekstra.
NO SIR. See any dragonforce map for good AR200bpm or some other rotter maps.theowest wrote:
AR8 doesn't make stuff easier. AR 9 on 200 BPM beatmaps is a must!
Which is why you're a bad mapper.theowest wrote:
Any beatmap with streams over 180 BPM must have AR9. That's one of my golden rules.
Shiirn wrote:
NO SIR. See any dragonforce map for good AR200bpm or some other rotter maps.theowest wrote:
AR8 doesn't make stuff easier. AR 9 on 200 BPM beatmaps is a must!Which is why you're a bad mapper.theowest wrote:
Any beatmap with streams over 180 BPM must have AR9. That's one of my golden rules.
sorry for not actually modding lolcubes, i'll get to it eventually
oh okay.lolcubes wrote:
Okay let me say a few things, and why I decided on them.
When I first made this map, I made so many advanced patterns that I got utterly bashed for it, noone was able to play them properly (apart from............................. will be turned down will be commented on. At the moment I think AR8 fits the map decently, especially cause 99% of the overlaps were removed.
Holy shit. That's really fucking nice of you! :Dcharlesisgay wrote:
I want this map RANKED
NOW
Star and
Kudo-motherfucking-star
:3charlesisgay wrote:
I want this map RANKED
NOW
Star and
Kudo-motherfucking-star
YGOkid8 wrote:
Easy:
01:46:246 (1) - Delete this (for more spin recovery time) Doing that would make a "hole" in the map and it would sound bad. Instead, I am making a slider here which would be easy to hit and slide. (same goes for the first kiai as well)
Normal:
- Increase Circle Size by 1 (looks a lot better imo). How it looks now looks a bit "naked", if you know what i mean. Done.
00:17:746 (2) - Move 3 grids left (lvl4) Done.
Insane:
00:07:246 (2,3) - Switch (2) and (3). The way it is now feels very unnatural and awkward. Apart from that, the rest of the diff. flows beautifully. Done.
This is a great map. Short, simple, fun. Love it. Fix those stuff then I'll bubble
Thanks. :3
I just hope you didn't waste your time because of this thread. These aren't breaking any of the mapping rules and are perfectly fine.KingsAL2 wrote:
Just a remineder
- Insane
00:02:146 (3,3) - Isn't it a cover? It is not cover right.
- Easy
(AImod) 01:46:246 (1,2,3) - I don't know why, but just fix it by distance snap ~.~ The spacing is something wrong.
Nonono, just a remineder~lolcubes wrote:
I just hope you didn't waste your time because of this thread. These aren't breaking any of the mapping rules and are perfectly fine.KingsAL2 wrote:
Just a remineder
- Insane
00:02:146 (3,3) - Isn't it a cover? It is not cover right.
- Easy
(AImod) 01:46:246 (1,2,3) - I don't know why, but just fix it by distance snap ~.~ The spacing is something wrong.
Sorry for being harsh, but you asked for it.
Thanks for the mod.jericho2442 wrote:
Design mod
Easy
i despise the fast spinners for a easy diff.....but they are rankable i guess Yeah, well I can't really make them longer, the song is quite fast. ;_;
Normal
01:33:646 (1) - totally pointless new combo, i say remove it xD Well I thought it would look nicer but okay, NC removed.
hard
00:36:046 (1) - again this combo feels totally pointless Same as above.
00:50:446 (1,2,3) - broken spacing, i know that you have done this for the sake of pattern, but the broken spacing at this point really does not suit, these notes have the same timing but completely different spacing even though the song does not call for it, i really advise you to increase the spacing of (2,3) Fixed.
01:08:446 (5,1) - this smaller spacing plays extremely bad, it needs more spaceFixed.
01:33:646 (1) - again combo feels pointless Fixed. ;_;
Insane
00:06:646 (1,2,3,1,2,3,4) - i have to say i think this pattern had pretty broken flow, first off i found it annoying to read, but mainly because of the pattern you stack on (3,4) and stacking in the middle of this jump pattern really did not feel good I will keep this pattern. The gold part used to be reversed but many players were 50/50 for keeping it or reverting it. I don't think it's that hard though (but then again I mapped it ;_;)
00:15:046 (3,4,5,1,2,3) - the spacing difference in these two combos is too close, it played odd and really was hard to read, i advise to make a more visible difference between these two combos because of the completely different timing Also keeping this. Mainly put a new combo there so it's readable. Static spacing would be boring and this adds some spice.
01:13:246 (1,2,3,1,2,3,4,5,1) - this part ended up being like a tight blind cluster, by the time i got half way through the pattern i was pretty much guessing where to go next, i really do advise to space this in a way what is a bit more visibleI also think this pattern is fine.Alright pattern changed.Everything is clearly visible eventhough the notes look stacked in the editor. (tested using default skin)
01:50:296 (7) - this note becomes totally blind due to the hitburts before it, i could not even see the approach circle most of the time, i really advise to space this again so its more visibleChanged it a little so 7 is under 1 (which means its visible as you click notes later on).
------------------------
popping for now sorry
Mod appreciated.gdeath wrote:
Hi hi, seems I owe you a mod.
Apologize for taking so long time, here is the return. No worries.
[Easy]:[Normal]:
- Couldnt find anything wrong.
[Hard]:
- All fine!
[Insane]:
- 00:55:096 (4) - I'd add whistle. (feel sound better.) Good idea actually. For even better impact, I made their volumes slightly different to emphasize the note on the downbeat.
- 01:52:696 (4) - ^ ^
Wow, this mappest impressed a lot. The patterns, hitsounds and simple storyboard are integrated perfectly.
- Awesome!
/me shoots a star.
btw, dont kds this post~ Alright, thanks. :3
theMikeAG wrote:
Thank you so much for m4m with me.![]()
~Normal~
00:53:746 (x) - Add a note here to match with Easy. Also add a note to 00:54:946. Well, okay, I made only 2 sliders on purpose but I guess this works as well.
That's all. Gosh, this map is great.
Only found one thing worth mentioning. STAR.
Thanks.RandomJibberish wrote:
Hi hi hi sorry completely forgot about this
To ensure I fix the error of my ways made a fancy notepad file so I'm more organised in future. Yay. Notepad is pretty awesome.
anyway, a mod you say
General
I'd suggest tick 2 here (except maybe easy, since that's pretty low pace) Nah I'm pretty happy how it works with current one.
Not all the diffs use the same three combocolours in the chorus - might wanna fix that Seems I had a red leak after fixing stuff, anyway - fixed.
Insane
Spacing got pretty trollsome, but seems mostly readable so it's okay
01:13:246 (1,2,3,4,5,6,7,8) - Aaah clusterfuck clusterfuck do this only less wonky or something Pattern changed to a hexagon which is easily readable. Even though 8 is behind 2 now, it's still very visible with hitburst.
01:49:396 (1,2,3,4,5,6,7) - This patterns seems like a bit of a mess Just like the above, I started to like hexagons.
Easy
mmm, 1/1s on this diff are spaced so they're pretty much touching, which looks awkward to me since none of the other diffs have any overlaps. Idk, space them out a little more if you aren't feeling lazy lol Used 1,2 distance snap and the whole map has more space to breathe now.
Otherwise lookin' good. Call me back when this is done
Thanks.James2250 wrote:
-Seeing as Daniel Baranowsky is the composer are you sure he isn't meant to be the artist and 'dB soundworks" goes in the tags? (I see this song listed as both so..) The album I got the song from was released by dB soundworks. Daniel Baranowsky is the composer, indeed, but it was released under dB soundworks.
-Sounds like your offset could use approx + 10 (56). Don't forget to resnap all notes/timing sections After further testing, I have decided that 8ms was the right amount to add.
Insane:
00:51:046 (4) - I would expect this to have whistles on it like the one later in the map Fixed.
I can't rank it after a timing change but if you can get RJ or someone to rebubble I will happily rank it for you~\:D/
Have some pizza as well if you want! Thanks!arien666 wrote:
Checked but no issues as I see >_>
Good luck :3
/me eats steak<<<
Garven wrote:
[General]
Well, since dB Soundworks IS Danny on his own, I think leaving the artist as this is okay. If it was a big group of several composers, though, it'd be preferred if you listed the individual composer instead.
[Easy]
Eeeeh, I'm still iffy on those notes after spinners in the easy that I mentioned earlier. They just don't fit the general slow nature of the map, even after you moved the note closer to center. You don't have to change, I suppose, but please consider it. The main problem is that this is 200bpm. Every note is coming atleast 2/1 later than the spinner (which is kinda the standard). To do it properly this either needs to be 2/1 or every 4/1 (full stanza). Doing the latter will cause such a hole in the map and the player would most likely be "wtf where is the map". The spinners themselves are not that hard to hit though, the shorter spinners (even they aren't terrible to hit, as proven by that friend of mine, and he is not even spinning in the center of the screen lol) have no notes to hit immediately anyway.
00:04:254 (4,5) - I'd prefer if you didn't use a stack since this is an easy Unfortunately there is no space to do otherwise. I don't think it's terribly confusing for an easy (as proven by a ~300k ranked friend of mine) so I will leave them as they are now.
01:50:454 (1,2,3,4) - (and earlier ones) I keep expecting soft finishes to start these sliders. Eh, nah. I always start making the highest diff first, and finishes there would be ridiculous. Hitsounds were trying to be as consistent as possible (hard is an exception), so I won't be adding them, sorry.
Though I suppose you could extend the same suggestion to the rest of the difficulties too.