DragonForce - Valley of the Damned

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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
Kayne
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
Kayne

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
Kayne

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
deetz
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
Kayne

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.

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
Kayne

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.

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
Kayne

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
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