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DragonForce - Valley of the Damned

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RikiH_
(Best english) Note that I don't want to sound rude or anything. I just don't like when people come here and "omg clean you ears" without even trying to help.

This said, if you decide to DQ a map, at least make clear what we have to fix. You can't just post "DQed for now, bye", it doesn't help at all and it's frustrating.

Last thing, it appears that the map is bugged for some people, so we should find a solution for it, and also fix the very last slider.
Okoratu
the last slider
and the Snapping in the GUITAR ONLY part

are more than enough to start finding a solution

Instead of denying those people saying that things are wrongly snapped you could like... listen closely to the solo again because that's where people mentioned the problems ._.
Topic Starter
Lucyii

Okoratu wrote:

the last slider
and the Snapping in the GUITAR ONLY part

are more than enough to start finding a solution
Well with the last slider, it's only a bug that WE CAN'T fix. At least we can put slidertick 1, if they don't wanna solve it.
With the snapping in the guitar part, tell us WHAT WE HAVE TO FIX, like "These objectives are 1/3 not 1/4", and not only "okay find a solution yourself cya lmao".

PS: I listened it, but it looks fine TO ME at 1/4, if you think that's not fine, so tell me where.
RikiH_
I'm not denying anything, I just don't understand what we need to fix since I listened to the part you pointed out and 1/4 sounds ok. I'm probably retarded then.
Charles445
See if you actually try snapping to the guitar that strictly, you'll realize how much wasted effort it is, as the guitar is incredibly loose and unpredictable.
It's like that for the entire song, only the drums are consistent (and even then... they do take liberties)

So here's the deal, the only semi-reliable beat in that entire section is the white ticks. The very highest pitch the guitar reaches every time.
As it is now, the player is waiting for each white tick, and mentally filling in the rest as 1/4.
If it were mapped 1/3, the player would still have to mentally fill in the rest, just as 1/3 this time.

It sucks equally either way.
This sort of thing doesn't have a "good" or "correct" solution, usually. Just the "least shit" one.
If you ask me, I'd rather be doing 1/4.
Topic Starter
Lucyii
Talked with Starry. He's not forcing us to fix things, he just want different opinions about that.
Starry-

RikiH_ wrote:

(Best english) Note that I don't want to sound rude or anything. I just don't like when people come here and "omg clean you ears" without even trying to help.

This said, if you decide to DQ a map, at least make clear what we have to fix. You can't just post "DQed for now, bye", it doesn't help at all and it's frustrating
I disqualified the map as there is a discussion that needs to take place about the whole snapping situation at 03:37:396 - , along with the tick rate and drain with HR. Perhaps I should've mentioned that in my original post, but as you all were discussing it beforehand I simply assumed you knew what was up. Regardless it would have been disqualified anyways for the drain.

Things such as "clean your ears" or "listen carefully" really isn't constructive either, I agree.

Charles445 wrote:

So here's the deal, the only semi-reliable beat in that entire section is the white ticks. The very highest pitch the guitar reaches every time.
As it is now, the player is waiting for each white tick, and mentally filling in the rest as 1/4.
If it were mapped 1/3, the player would still have to mentally fill in the rest, just as 1/3 this time.

It sucks equally either way.
This sort of thing doesn't have a "good" or "correct" solution, usually. Just the "least shit" one.
If you ask me, I'd rather be doing 1/4.
The thing is with this, the guitar really does sound like (to me, at least) a really loose 1/3. I'd argue it would be a lot easier for the player to "mentally fill in" the 1/3 that it would be to fill in the 1/4, simply because the guitar is being played at the loose 1/3 itself. Obviously the guitar being so loose is near impossible to map accurately and still be decent to play, but the main decision here now that needs to take place is whether to make this 1/4 or 1/3.

I'd say it would be best of collecting opinions from others before making a final decision.
RikiH_

Starry- wrote:

I disqualified the map as there is a discussion that needs to take place about the whole snapping situation at 03:37:396 - , along with the tick rate and drain with HR. Perhaps I should've mentioned that in my original post, but as you all were discussing it beforehand I simply assumed you knew what was up. Regardless it would have been disqualified anyways for the drain.

Things such as "clean your ears" or "listen carefully" really isn't constructive either, I agree.
Got it, it's fine then, let's wait for more opinions. Oh, thank you Charles for your reply.

I just think we need to find a way to fix the bugs, which are the most important at the moment
ac8129464363

Starry- wrote:

The thing is with this, the guitar really does sound like (to me, at least) a really loose 1/3. I'd argue it would be a lot easier for the player to "mentally fill in" the 1/3 that it would be to fill in the 1/4, simply because the guitar is being played at the loose 1/3 itself. Obviously the guitar being so loose is near impossible to map accurately and still be decent to play, but the main decision here now that needs to take place is whether to make this 1/4 or 1/3.
This is pretty much what I was about to type lmao. It sounds a loooot closer to the actual music to me when you use 1/3 to map it instead of 1/4, where the player needs to make up the "conflicting beat" to tap along to, at least up to 03:56:596 - where the drums come back.

Another possible way to do this could be to map only the drum sounds from 03:37:396 - all the way up to 03:56:596 - with breaks in between each one.

Just my two cents.
dqs01733
03:56:596 - so at this timestamp for example, the constant rhythm im hearing from the lead guitar is this lol http://puu.sh/m8dJF.jpg. then there are the other rhythm diversions the lead guitar makes which are equal or even more dumb than the main one already was. 03:58:396 - http://puu.sh/m8dVK.jpg. I just picked out some random parts of the lead guitar solos and i didnt hear it do 1/4 rhythm at all. The only time i heard any real 1/4 rhythm was the percussion on parts like these 04:04:996 (1,2,3,4,5,6,7,8,9,10) - 04:14:596 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - , OR the rhythm guitar doing their 1/4 thing, which was never longer than 7 notes anyways. So I dont think any of that warrants the really long 1/4 streaming sections this map currently has.

SO if you wanna make the map right technically u could just insert a constant 1/4 hihat rhythm thats barely audible? idk tho

Edit: and 03:56:596 - was just an example, itse pretty much everything inbetween 03:37:396 - 05:32:596 - except the parts that are already not mapped constant 1/4, that has weird lead guitar rhythm,
Topic Starter
Lucyii
So, I listened to that part using 25% playback rate. The guitar actually is not 1/4. Probably the rhythm that dqs01733 suggested is almost right, but following it would make the map completely unplayable. Honestly, I can't notice any problem while listening/playing that part, and I think 1/4 is more playable than that rhythm. Maybe we can fix some parts that sound completely off, idk.
thanks to riki translator SRL.
dqs01733

Kayne wrote:

So, I listened to that part using 25% playback rate. The guitar actually is not 1/4. Probably the rhythm that dqs01733 suggested is almost right, but following it would make the map completely unplayable. Honestly, I can't notice any problem while listening/playing that part, and I think 1/4 is more playable than that rhythm. Maybe we can fix some parts that sound completely off, idk.
thanks to riki translator SRL.
My proposed solution

add constant 1/4 hihat rhythm between 03:56:596 - 05:32:596 - , therefore it should be technically correct and every beat is mapped to something. The guitar is kinda flushed out anyways because of all the other instruments so its not really easy to tell the screwed up rhythm, atleast for me it wasnt very clear until i played at 50% playback. So i dont think this would pose any problem to the player

but between 03:37:396 - 03:56:596 - its VERY clear that its something like a 1/3 rhythm, no 1/2 rhythm or anything to "mentally fill in" the 1/4's. deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.
Topic Starter
Lucyii

dqs01733 wrote:

Kayne wrote:

So, I listened to that part using 25% playback rate. The guitar actually is not 1/4. Probably the rhythm that dqs01733 suggested is almost right, but following it would make the map completely unplayable. Honestly, I can't notice any problem while listening/playing that part, and I think 1/4 is more playable than that rhythm. Maybe we can fix some parts that sound completely off, idk.
thanks to riki translator SRL.
My proposed solution

add constant 1/4 hihat rhythm between 03:56:596 - 05:32:596 - , therefore it should be technically correct and every beat is mapped to something. The guitar is kinda flushed out anyways because of all the other instruments so its not really easy to tell the screwed up rhythm, atleast for me it wasnt very clear until i played at 50% playback. So i dont think this would pose any problem to the player

but between 03:37:396 - 03:56:596 - its VERY clear that its something like a 1/3 rhythm, no 1/2 rhythm or anything to "mentally fill in" the 1/4's. deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.
That can go for me.
RikiH_
Riki Translator Srl™

Since 1997.
Roxas

mithew wrote:

yo clean out your ears why the hell is the solo 1/4
My ears are so clean you can't even imagine. I can easily put every single beat in time. Do you really think that'd be playable? I guess no. Think before speaking, thanks.

Gonna fix that soon with 1/3s as dqs01733 said.
Chyo-Kun
inb4 "This snapping isn't right and can't be made COMPLETELY right, thus the map is unrankable either way"
Roxas
Stream part. Adjusted from 03:37:396 - to 03:56:496 - , everything in 1/3. That slowdown looks really really shitty though. Happy now?

Stream part
121,351,217396,5,6,0:0:0:0:
180,360,217496,1,0,0:0:0:0:
240,348,217596,1,0,0:0:0:0:
293,327,217696,2,0,P|324:312|360:308,2,60
500,304,217996,5,2,0:0:0:0:
476,248,218096,1,0,0:0:0:0:
480,188,218196,1,0,0:0:0:0:
492,128,218296,2,0,P|492:92|480:64,2,60
328,56,218596,5,2,0:0:0:0:
272,80,218696,1,0,0:0:0:0:
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48,224,219196,6,0,L|32:284,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
152,76,219496,2,0,L|108:32,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
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176,252,220096,1,0,0:0:0:0:
116,252,220196,1,0,0:0:0:0:
64,224,220296,1,0,0:0:0:0:
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124,64,220696,1,0,0:0:0:0:
168,104,220796,1,0,0:0:0:0:
180,164,220896,1,0,0:0:0:0:
88,316,220996,6,0,L|20:328,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
148,304,221296,1,0,0:0:0:0:
206,291,221396,1,0,0:0:0:0:
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448,156,222396,1,0,0:0:0:0:
400,192,222496,1,2,0:0:0:0:
376,227,222596,1,0,0:0:0:0:
371,273,222696,1,0,0:0:0:0:
216,364,222796,5,2,0:0:0:0:
156,366,222896,1,0,0:0:0:0:
102,337,222996,1,0,0:0:0:0:
80,280,223096,1,0,0:0:0:0:
86,235,223196,1,0,0:0:0:0:
68,192,223296,1,0,0:0:0:0:
28,28,223396,5,2,0:0:0:0:
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248,59,223796,1,0,0:0:0:0:
292,52,223896,1,0,0:0:0:0:
444,148,223996,6,0,P|452:176|456:208,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
280,224,224296,2,0,P|277:251|278:285,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
144,104,224596,5,2,0:0:0:0:
72,272,224796,1,0,0:0:0:0:
72,272,224896,1,2,0:0:0:0:
428,336,225096,1,0,0:0:0:0:
428,336,225196,1,2,0:0:0:0:
260,44,225396,1,0,0:0:0:0:
260,44,225496,2,0,B|232:32|216:56|216:56|248:108|240:168,1,120,2|0,0:0|0:0,0:0:0:0:
208,300,225796,5,2,0:0:0:0:
136,332,225896,1,0,0:0:0:0:
60,312,225996,1,0,0:0:0:0:
28,160,226096,1,2,0:0:0:0:
124,40,226196,1,0,0:0:0:0:
188,180,226296,1,0,0:0:0:0:
272,224,226396,5,2,0:0:0:0:
344,256,226496,1,0,0:0:0:0:
420,244,226596,1,0,0:0:0:0:
500,108,226696,1,2,0:0:0:0:
372,20,226796,1,0,0:0:0:0:
348,172,226896,1,0,0:0:0:0:
232,68,226996,6,0,L|168:48,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
104,156,227296,1,0,0:0:0:0:
104,156,227396,1,0,0:0:0:0:
104,156,227496,1,0,0:0:0:0:
188,288,227596,6,0,L|184:356,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
336,240,227896,1,0,0:0:0:0:
336,240,227996,1,0,0:0:0:0:
336,240,228096,1,0,0:0:0:0:
388,92,228196,6,0,L|464:88,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
240,44,228496,1,0,0:0:0:0:
240,44,228596,1,0,0:0:0:0:
240,44,228696,1,0,0:0:0:0:
104,121,228796,6,0,P|91:157|90:192,1,60,2|0,0:0|0:0,0:0:0:0:
178,308,228996,1,0,0:0:0:0:
105,77,229096,6,0,P|73:98|51:126,1,60,2|0,0:0|0:0,0:0:0:0:
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273,53,229796,1,0,0:0:0:0:
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212,108,232696,1,0,0:0:0:0:
288,123,232796,1,0,0:0:0:0:
364,139,232896,1,0,0:0:0:0:
426,307,232996,6,0,P|441:239|436:173,1,120,2|0,0:0|0:0,0:0:0:0:
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463,28,233796,1,0,0:0:0:0:
365,218,233896,6,0,L|399:289,1,60,2|0,0:0|0:0,0:0:0:0:
101,147,234096,1,0,0:0:0:0:
333,86,234196,6,0,P|364:80|398:77,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
179,298,234496,2,0,P|148:304|114:307,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
150,115,234796,2,0,P|144:84|141:50,2,60,2|0|0,0:0|0:0|0:0,0:0:0:0:
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333,86,235396,1,0,0:0:0:0:
259,59,235496,1,0,0:0:0:0:
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406,205,236396,1,0,0:0:0:0:
392,128,236496,1,0,0:0:0:0:

Last slider
90,281,428381,6,0,B|144:332|213:333|291:301|291:301|311:231|255:192|255:192|281:148|281:148|219:128|241:71|241:71|325:34|416:72,1,667.741935483871
TheKingHenry
Allright after some random shit skillful measures I managed to make the beatmap to work; others might ofc have this prob still
Yauxo
Can we please also change the tickrate from 2 to 1 to fix the HR bug?
RikiH_
Wow guys, good idea to change that part in 1/3, it's completely shitty now. Please don't update it, let's just keep 1/4.

And change slidertick rate to 1.

Ps: Next time try to be less arrogant and more helpful, thanks
Topic Starter
Lucyii
Slidertick will be changed to 1, and I will upload that in a new diff just to let you see how shitty it is and let you choice.
For me, 1/4 is A LOT better, really, sorry guys.
Okoratu
I have no clue how serious 03:39:796 - to 03:55:396 - is supposed to be in your adjustment, Roxas
Roxas

Okoratu wrote:

I have no clue how serious 03:39:796 - to 03:55:396 - is supposed to be in your adjustment, Roxas
Sorry? What's the problem? Fully 1/3.
If the problem is the circles and sliders position, that's another fact. (Even if I don't see anything THAAAAT wrong lol)

Edit: Kiyro ho visto due stronzate mie
03:41:896 (1) - Togli NC
03:42:496 (4) - Togli whistle
03:49:096 (1) - Togli NC
03:53:896 (1) - Togli NC
03:55:396 (5) - Metti NC
03:55:396 (5,8,11,14) - Metti whistle
03:55:996 (11) - Metti NC

sorry ma ho mappato stanotte alle 4 :V
Okoratu
That was related to placement.
200 bpm 1/3 behaves similarly to 150 bpm 1/4 and considering that your adjustment doesn't look that serious at all
dqs01733
So did u guys even consider my proposition, or even read it at all?

dqs01733 wrote:

My proposed solution

add constant 1/4 hihat rhythm between 03:56:596 - 05:32:596 - , therefore it should be technically correct and every beat is mapped to something. The guitar is kinda flushed out anyways because of all the other instruments so its not really easy to tell the screwed up rhythm, atleast for me it wasnt very clear until i played at 50% playback. So i dont think this would pose any problem to the player

but between 03:37:396 - 03:56:596 - its VERY clear that its something like a 1/3 rhythm, no 1/2 rhythm or anything to "mentally fill in" the 1/4's. deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.

Let me put som e more emphasis on what seems to be more relevant now

dqs01733 wrote:

deetz suggestion works really well here, it helps the player ease in to the intense section a bit and also a clear contrast between the intensities of the sections.


deetz wrote:

Another possible way to do this could be to map only the drum sounds from 03:37:396 - all the way up to 03:56:596 - with breaks in between each one.

u guys are either denying any points people are making saying "1/4 sounds better" , and when we finally do manage to convince you about it you just disregard any suggestions people are making to make it the best it can be and just do it your own way without even considering other options. I can see why people are losing patience with you guys lmao
Yauxo
The only thing that's shitty in the new solo is the way youve mapped it, 6.16 -> 6.31.
03:45:796 (1,2,3,4,5,6,1,2,3,4,5,6) - and 03:53:496 (4,1,2,1,2,1) - Really? :v

I bet it'd actually play and look good if you were to put some more effort into it.
Topic Starter
Lucyii

Okoratu wrote:

That was related to placement.
200 bpm 1/3 behaves similarly to 150 bpm 1/4 and considering that your adjustment doesn't look that serious at all

Yauxo wrote:

The only thing that's shitty in the new solo is the way youve mapped it, 6.16 -> 6.31.
03:45:796 (1,2,3,4,5,6,1,2,3,4,5,6) - and 03:53:496 (4,1,2,1,2,1) - Really? :v

I bet it'd actually play and look good if you were to put some more effort into it.
You can be right on that pattern 03:45:796 (1,2,3,4,5,6,1,2,3,4,5,6) - lol but anyway listen the rhythm, it looks weird to me anyway, 1/4 was a lot better imho.
dqs01733
ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz

Edit: between 03:37:396 - and 03:56:596 -
Topic Starter
Lucyii

dqs01733 wrote:

ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz

Edit: between 03:37:396 - and 03:56:596 -
Uuh that's nice, let's see if roxas and riki likes it
ac8129464363
yep, that's what I meant lol.

If you do that, I'd just suggest adding breaks between the sets of objects to prevent unfair hp drain.
Topic Starter
Lucyii

deetz wrote:

yep, that's what I meant lol.

If you do that, I'd just suggest adding breaks between the sets of objects to prevent unfair hp drain.
We'll see if it's needed~
TehDragonGuy

Kayne wrote:

deetz wrote:

yep, that's what I meant lol.

If you do that, I'd just suggest adding breaks between the sets of objects to prevent unfair hp drain.
We'll see if it's needed~
I wouldn't say it's needed, testing it with Auto, it doesn't drop much due to the reverse sliders and the short little stream, as well as the low HP drain. I wouldn't bother, although it might add a nice effect to add them as breaks, and it is nicer for the player as there are breaks around 1/3 and 2/3 through the map.
Roxas

dqs01733 wrote:

ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz

Edit: between 03:37:396 - and 03:56:596 -
So... I don't really know how you could get sliders like this 03:41:396 (2) - (with a 1/24 snapping I guess?), but they're perfect in my ears. So here's the part with 1/24 ??? sliders.

awdadsac
123,341,217396,5,0,0:0:0:0:
460,296,219796,5,0,0:0:0:0:
276,182,221396,2,0,L|293:220,3,30
394,123,221671,2,0,L|375:296,1,168.750006437302
376,290,222196,5,0,0:0:0:0:
195,209,224096,2,0,L|178:247,3,30
149,57,224446,1,0,0:0:0:0:
74,168,224596,5,2,0:0:0:0:
405,99,225646,5,0,0:0:0:0:
405,99,225721,1,0,0:0:0:0:
405,99,225796,1,0,0:0:0:0:
194,220,226096,1,0,0:0:0:0:
114,190,226246,2,0,P|151:149|248:158,1,135.000005149842
347,357,226696,1,0,0:0:0:0:
349,323,226771,1,0,0:0:0:0:
351,289,226846,1,0,0:0:0:0:
354,255,226921,1,0,0:0:0:0:
357,221,226996,5,0,0:0:0:0:
229,63,228946,5,0,0:0:0:0:
229,63,229021,1,0,0:0:0:0:
229,63,229096,1,0,0:0:0:0:
153,205,229396,5,0,0:0:0:0:
201,203,230996,6,0,L|184:165,3,30
80,266,231271,2,0,L|100:76,1,168.750006437302
97,98,231796,5,0,0:0:0:0:
383,239,233696,6,0,L|400:201,3,30
430,370,234046,1,0,0:0:0:0:
243,306,234196,5,0,0:0:0:0:
243,306,235246,5,0,0:0:0:0:
243,306,235321,1,0,0:0:0:0:
243,306,235396,2,0,P|306:284|380:277,1,135.000005149842
199,191,235996,2,0,P|136:213|62:220,1,135.000005149842

But iirc RC says something like "Don't put things in the mapset outside the editor, otherwise it will be unrankable" (for example Stack leniency to 0, edited from .osu file, when the minumim from the editor is 2).

So if I am right, should we change the BPM in that part? The only "irregular" thing is the drum. (I'm no more into those things, I don't really remember how we should act here)
Topic Starter
Lucyii

Roxas wrote:

dqs01733 wrote:

ok kayne wanted me to clarify what i meant
its super sloppy looks like shit and the snapping is probably not right for some object BUT ITS JUST AN EXAMPLE TO GIVE A GENERAL IDEA
http://puu.sh/m9c28.osz

Edit: between 03:37:396 - and 03:56:596 -
So... I don't really know how you could get sliders like this 03:41:396 (2) - (with a 1/24 snapping I guess?), but they're perfect in my ears. So here's the part with 1/24 ??? sliders.

awdadsac
123,341,217396,5,0,0:0:0:0:
460,296,219796,5,0,0:0:0:0:
276,182,221396,2,0,L|293:220,3,30
394,123,221671,2,0,L|375:296,1,168.750006437302
376,290,222196,5,0,0:0:0:0:
195,209,224096,2,0,L|178:247,3,30
149,57,224446,1,0,0:0:0:0:
74,168,224596,5,2,0:0:0:0:
405,99,225646,5,0,0:0:0:0:
405,99,225721,1,0,0:0:0:0:
405,99,225796,1,0,0:0:0:0:
194,220,226096,1,0,0:0:0:0:
114,190,226246,2,0,P|151:149|248:158,1,135.000005149842
347,357,226696,1,0,0:0:0:0:
349,323,226771,1,0,0:0:0:0:
351,289,226846,1,0,0:0:0:0:
354,255,226921,1,0,0:0:0:0:
357,221,226996,5,0,0:0:0:0:
229,63,228946,5,0,0:0:0:0:
229,63,229021,1,0,0:0:0:0:
229,63,229096,1,0,0:0:0:0:
153,205,229396,5,0,0:0:0:0:
201,203,230996,6,0,L|184:165,3,30
80,266,231271,2,0,L|100:76,1,168.750006437302
97,98,231796,5,0,0:0:0:0:
383,239,233696,6,0,L|400:201,3,30
430,370,234046,1,0,0:0:0:0:
243,306,234196,5,0,0:0:0:0:
243,306,235246,5,0,0:0:0:0:
243,306,235321,1,0,0:0:0:0:
243,306,235396,2,0,P|306:284|380:277,1,135.000005149842
199,191,235996,2,0,P|136:213|62:220,1,135.000005149842

But iirc RC says something like "Don't put things in the mapset outside the editor, otherwise it will be unrankable" (for example Stack leniency to 0, edited from .osu file, when the minumim from the editor is 2).

So if I am right, should we change the BPM in that part? The only "irregular" thing is the drum. (I'm no more into those things, I don't really remember how we should act here)
Updated, can we have some opinions? :c
mithew
03:55:396 (4,5) - these two should end on white ticks
Topic Starter
Lucyii

mithew wrote:

03:55:396 (4,5) - these two should end on white ticks
fixed.
Kite
cool map
Lex TheGayOtter
I really enjoyed playing this beatmap, although it didn't feel right playing a CS4 dragonforce map XD
Topic Starter
Lucyii
Well I think it's ready for being approved again now..?
dqs01733
could you like, not use my EXAMPLE in the map? I didnt explicitly state in my post to NOT US MY THING IN THE MAP but it should have been pretty damn clear that's what i tried to imply. It really took me less than 10 minutes to map that, and atleast 80% of that time trying to figure out the snapping on 03:41:371 (2) - . btw it was never right to begin with, current thing just happened by accident and sounded close enough but somehow you managed to get it even more wrong in ur update lol.. It's not that i dont want you to "copy" my work because i couldnt care less about that, its just that I don't want something i created with such little effort and quality to get into qualified/ranked.

So please just map that part for yourself, ask a timing expert for help about the drum pattern around 03:41:371 - . Start putting down some time and effort into your work instead of doing the bare minimum. it doesnt really seem like youre even trying at this point, like you didnt even bother checking and correcting anything when copying over my thing to your map???? inconsisten nc'ing, some random whistle hitsound and snapping errors that you somehow managed to butcher up even more? come on man..
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