Which is odd, given how any human can 300 those kicksliders :/Stefan wrote:
06:10:386 (5) -
06:21:421 (4) -
Dem Auto cannot 300 it
Nice song choice
Yes, these two Sliders are okay. Just wanted to mention them.Silynn wrote:
Auto isn't coded to deal with them very well, I've had the same problem before
I don't think that makes it unrankable though, that just makes auto faulty, right?
thank you guys very much.Jacob wrote:
Discussing the matter with a BAT, there's some slight overmapping in this difficulty in which some sliders (usually 3/4 sliders) end where there isn't any beat or vocals.
01:25:559 (1) - This slider doesn't end on any beat or vocal. You could either shorten it by a 1/4 tick or elongate it by one.
01:26:248 (4) - ^
01:26:938 (1) - ^
01:28:317 (1) - ^
These are just some. I'll look for more tomorrow, since I need to sleep. i'll leave these for now, since they play way better with the vocals than 1/2 sliders...
[Pretender]
Add "Echoes, Silence, Patience & Grace" into the tags. it's the album name that "The Pretender" was in. alright, done
Why does the SB just cut to black at the end? Seems rather anti-climactic and kinda lazy. the kiai flashing with white circles on black bg is pretty cool imo
00:33:145 (3,4) - Make these perfectly parallel. nothing special here i guess, so changed
02:22:800 (5,6,7,1) - This is a messy pattern with overlaps, hitbursts obstructing vision and such. It should be relatively easy to re-arrange this and fix it. rearranged
02:38:317 (3) - The reverse slider on this is almost completely hidden by 02:37:628 (1). orz dem short sliders... changed
03:04:697 (7,1) - Normally, you've used thr 1/4 slider jumps nicely in the map, but this one feels awkward to play. I would just make this a normal stream. hmm, a normal stream doesn't feel quite intense enough--replaced with two 1/4 sliders
05:01:421 (4,5) - Read this as a 1/2. Bring (5) closer to (4) and more in line with it. changed it up a little so that a 1/4 slider isn't used there, but a 1/2 jump is still made from (4) to (5)
05:18:662 (1) - This is a cool effect, but it blends in with the black storyboard at this point, which is unrankable.
05:19:524 (1) - The fake approach circle things in the storyboard are unrankable since it makes it difficult to read when this will be at. For these last two points, I need to think a little more ... for one, the approach circle on the black circle is somewhat visible because the SB is still fading when it appears. but then again, even if the approach circle was entirely invisible, it follows the fade and position pattern established by the previous notes. I really haven't seen many people (anyone yet, actually) miss there. I have, however, witnessed people miss at 05:20:042 (1) - , which is likely due to the ripple effect you mentioned... so i may remove that after some more testing
I'm tired. ;;
Vocals don't start or end precisely at those 1/4, so I'm not sure why you insist on keeping them.RLC wrote:
i'll leave these for now, since they play way better with the vocals than 1/2 sliders...
They're totally fine to play. Maps do this all the time, the "overmapping" is extremely minimal.those wrote:
Vocals don't start or end precisely at those 1/4, so I'm not sure why you insist on keeping them.RLC wrote:
i'll leave these for now, since they play way better with the vocals than 1/2 sliders...
Don't bother, you shouldn't have to change them at all.RLC wrote:
let's not have a rerun of our past discussion in #modhelp, please. if you absolutely cannot bear to live otherwise, i can silence/soft the ends of 3/4 sliders... but i don't plan on changing the 3/4 sliders in question to 1/2 or 1/1 because they simply just don't play as well.
thank you very much! hope i didn't keep you up too late hahaChewin wrote:
hi request via IRCGeneral
- Shouldn't be the "fakeapproach.png" placed on the center of the grid according to 05:18:662 (1) circle? It isn't at the moment: http://osu.ppy.sh/ss/625316
widescreen SB editor is glitchy--it shows up right in testing/playing (at least, it should)Pretender
- 00:27:628 (2,3,4) - To keep hitsound consistency I would add whistle on (2)'s tail removing it from (3)'s head and adding one on (4) circle as well. It should be the same for 00:36:248 (2,3) where you should add whistle on (2)'s tail removing it from (3)'s head instead. It's just a small suggestion but if I were you I would set them in this way done
- 00:56:593 (2) - I don't know but I would CTRL + G this slider, it would flow better IMO. Moreover, if you want to keep the same flow you could move it till x:256 y:88 http://osu.ppy.sh/ss/625260 i think i'll keep the un-rotational flow for these to match the other stuff (back and forth jumps, etc.), changed 00:53:490 (1,2) - to be like that too
- 01:09:007 (1) - (naaazi) but stack this circle with 01:07:973 (1) better you mean 01:07:628 (1) - ? manually stacked now
- 01:30:386 (4,5) - This could be awkward to play. I would place the slider (5) further from the previous one i think it plays ok, and it breaks the pattern to move it :p
- 01:42:455 (3) - Try to move this slider elsewhere? It's covered by 01:41:248 (3,4,5,6,7) stream hitbursts moved to center of pentagon
- 01:50:731 (2,3) - I don't understand why you made these two sliders in this way. I would keep consistency with others that have the same parts (for example 01:53:490 (3,4) / 01:39:697 (3,4) / 01:42:455 (3,4) and so on) moving the red waypoint in the middle of both sliders idk, i think i like the way these look
- 03:06:938 (4) - (naazi) stack it better with the previous slider fixed
- 03:33:490 (11,1) - I would avoid this sudden spacing change because you are still mapping stream in 1/4 snap divisor :\ It could be awkward to play moved close together
- 03:41:076 (3,6) - Why these two sudden repeated sliders? They just confuse players, yea, being a standard player I can say that. It's different from 03:42:800 (1) that's easier to read because of new combo you set. I highly suggest you to change them with 1/4 sliders without repeats adding some like you did before. ok changed
- 03:48:662 (1) - Move the second waypoint some grid up because the reverse arrow is totally covered by previous sliders' hitbursts and it's unrankable at the moment moved
- 03:58:145 (2,1) - This spacing should be reduced IMO moved a lot of stuff around
- 04:19:352 (3) - To keep consistency with previous I would move this slider elsewhere placing it 1.75x from the previous slider. I'd say the same for this other one 04:21:766 (2) changed first one, but will leave second one because it's in the rhythm of the back-and-forth
- 04:46:938 (1,2) - Unstack these two sliders? They could seem to be snapped 1/4 instead of 1/2 good point
- 04:51:938 (2) - You must move this slider elsewhere. It's totally covered by previous hitburst and it's completely unreadable (not only the slider but the approach circle as well, and this is even worse) moved 04:51:766 (1,2) -
- 05:17:283 (1) - Whistle, same for 05:17:973 (1) and 05:18:662 (1) as well added whistle to 1st, 2nd, and 5th notes (music sounds that way to me)
- 05:19:524 (1,1,1) - I don't know but I saw this pattern pretty confusing at the first try. I would remove new combo from 05:19:697 (1) and 05:19:869 (1) to make it (at least) perfectly readable sure
- 05:35:214 (1) - Meh.. still covered by previous hitbursts moved around stuff
- 06:03:490 (5) - I would set new combo here because of new hitsound setting, it could help imo nah, i think it's fine like this (i know the last two sliders of the map are NC'd, but i think it makes them more special :3)
- 06:14:869 (6) - I would move the second waypoint some grid on the left so that the slider is not totally stacked with the previous one: http://osu.ppy.sh/ss/625325 moved to be in line with stream
orz