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.
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
Danii wrote:
RikiH_ wrote:
bns move your ass thx
Ar9.5 on a 200bpm is weird afStupendo92 wrote:
I think AR 9,5 will be good. I like the map in general
replied in game~ :'3sheela wrote:
Surprise mod!
00:14:596 - Two points have conflicting volume settings, so I guess red timing point should have 80% too.
[Kayne][RikiH_]
- 00:14:896 until 00:31:396 - I feel like you inverted the spacing in this part, especially sliders like 00:14:896 (1,2) -. If I were you I would shorten their distance. The guitar at 00:15:196 (2) - plays it low in a way, as compared to 00:14:896 (1) - it sounds that the guitarist puts more intensity to that note. So I think a shorter distance fits this melody. Whilst a melody like 00:16:396 (4,5) - could have a bigger distance than 00:16:096 (3,4) -, since (5) stands on a snare with the guitar beat, which are heard as a big sound to me, so a bigger spacing would emphasize that part. In addition to that, you can turn the sliders into two hitcircles instead, to truly get that feeling of emphasis.
- 03:07:396 (1,2,3,4,5) - Why do you suddenly stop the rhythm with pauses? I don't think this is not fitting well when the music still stays at a same tone and majority for this part is filled with triplets and sliders. A rhythm like this: http://i.imgur.com/qcNimBo.png should be enough and fitting if you don't want a higher density.
- 03:31:696 (2,3,4,5,6,7,8,9,10,11,12,13) - This shouldn't be a stream if the drum beats are all on the red and white ticks with the exception of 03:31:771 -.
- 04:32:596 - Probably minor, but the spacing of the stream got smaller if you compare the other streams in the kiai part.
[-kevincela-]
- 01:20:446 (7) - I don't see what supports the big distance between 01:20:296 (6,7) -. Probably I would move (7) around x:336 y:179 to shorten the spacing.
[Roxas]
- 01:35:296 (4,5,6) - Maybe the spacing between (4,5) could be higher than (5,6), because of the snare on (5). The spacing between (5,6) didn't make sense if (6) hits a lower drum sound. The vocal doesn't also suggest this.
- 01:45:196 (3,4,5) - Above is applicable to this.
- 02:00:496 - Maybe you can instead replace this to a 1/4 repeat slider that ends on 02:00:721 - to emphasize the next stream part. Currently the kickslider on 02:00:646 - wasn't feeling right to me, as if it was sudden.
- 06:26:761 (2,3,1) - Might want to do manual stacking because it doesn't look pretty in gameplay.
- 06:28:065 (1,2) - Shortening this distance while increasing the spacing of 06:28:500 (2,1) - will accentuate the crash sound on 06:28:934 -.
That's quite it I guess. Feel free to call me back!
- 04:01:396 until 04:03:196 - Maybe not a big deal, but the spacing got shorter, as compared to 03:56:596 and 03:58:996 -, and I don't see you reuse the same small distance anywhere in the streams part.
- 05:03:796 (1,2,3) - The spacing gets inconsistent here, and it doesn't look neat with the streams. I suggest you re-arrange them.
Fixed first two things, but I dont agree with 3rd one, youre right that sound can be loud, but listen also the difference between the end of 03:07:546 (2) - and 03:07:846 (3) - , there is like no drum sound at the end of it, so there is a big difference here even if 4 is louder then 3.sheela wrote:
Call me back!
- 00:14:596 - The timing points with conflicting settings are still not fixed; it's against the Ranking Criteria when overlapping timing/inherited points have different volume and/or hitsound settings. Therefore in your case, the red timing points should have a volume of 70% instead to match with the green timing point.
- 00:28:396 (2) - Perhaps the clap hitsound on the head was not intentional.
- 03:07:846 (3,4) - Like in the first part of the map, this spacing should be bigger than 03:07:546 (2,3) - because of the drum on 03:07:996 -.
<3sheela wrote:
All righty. The map still looks fine, so here's my bubble!
Good luck!