Can we please also change the tickrate from 2 to 1 to fix the HR bug?
Sorry? What's the problem? Fully 1/3.Okoratu wrote:
I have no clue how serious 03:39:796 - to 03:55:396 - is supposed to be in your adjustment, Roxas
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.
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.
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
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.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.
Uuh that's nice, let's see if roxas and riki likes itdqs01733 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 -
We'll see if it's needed~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.
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.Kayne wrote:
We'll see if it's needed~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.
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.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 -
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
Updated, can we have some opinions? :cRoxas wrote:
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.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 -awdadsac123,341,217396,5,0,0:0:0:0:
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)
fixed.mithew wrote:
03:55:396 (4,5) - these two should end on white ticks
Meh. Seriously meh.dqs01733 wrote:
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..
I hope too but as always its not easy to find someone that wants to check it.Makan1 wrote:
I hope this can get re-qualified again :>
i tooMakan1 wrote:
I hope this can get re-qualified again :>
I'll revive in this month, I'll promise :cE n d wrote:
Just gonna say this beatmap is a ton of fun, sad to see it in the graveyard :c
well when the ranking system will stop sucking so hard i will revive this maybe?DaniilLillifag wrote:
are you want to revive it again? this map is so good and i do not want that 4-year-old work was in vain
maybe. still it's your map, therefore you have to decideKayne wrote:
well when the ranking system will stop sucking so hard i will revive this maybe?DaniilLillifag wrote:
are you want to revive it again? this map is so good and i do not want that 4-year-old work was in vain
he also fixed thoseMazzerin wrote:
TIMING
put in another diff, feel free to ignore the 1/6 and other shenanigans like weird doubles I guess, this is gonna be really hard to make without it being overly technical considering the rest of the map follows obvious rhythm with 1/4 and 1/2 and has no bpm changes.
Useful mod, thanks, maybe we'll fix more things when other members will be onlineDanii wrote:
yo!!! mod as promised
00:24:796 (4,2) - maybe just stack? this overlap looks bad this was supposed to be a stack lol (btw I also fixed other stacks on other parts, thanks
00:43:096 (5,6) - i understand your idea but i really want to emphasize sounds in this notes, make here another kickslider uh nah, i prefer my idea
00:51:496 (2,3) - make here one repeat kickslider to emphasize sounds via streams just added a note
03:07:021 - add note here 1) contrast with two tiples 03:04:246 (2,3,4,5,6,7) - 2) emphasize strong durm here okay nice idea
03:17:596 (1,2) - hmm i understank your idea that you dont want make here streams but i still want to emphasize drums here, using two repeat kicksliders for example your idea isnt bad but i mapped vocal here, so i prefer my antijumps
03:32:296 (10,11,12,13) - make here repeat to emphasize vocal nah Im not following vocals here
05:50:296 (13,14,15,16) - 05:51:496 (13,14,15,16) - make here repeats, this part stiil is not so intense for 32 notes stream well I prefer the 32 notes stream, you can see it as a warmup for the final deathstream (?)
06:52:192 - make here same as in 06:51:322 (4,5) - (just copy it), for contrast
07:00:234 (1) - extend this repeat to blue tick
07:01:985 (1) - ^ mazzerin modded the rhythm here, so I think its fine without these mods
good luck guys