RLC wrote:
best mod post 2013
Makyu wrote:
RLC wrote:
best mod post 2013
ktgster wrote:
[Love]
01:28:172 - i really feel like there should be a note here the beat stops suddenly, hence the gap
01:35:047 (2) - NC here might be nice i guess that helps tell that it's the start of a measure
02:07:422 (1) - this spinner dosen't go to any sound at all fade effect in music
02:47:797 (6) - no normal hitsound? good catch
04:15:172 (1,1,1) - i really don't like how this triple spinner plays sux 4 u hue hue hue hue i think i'll keep it >_>
05:07:547 (4) - NC eh, not necessary imo
06:07:422 (3) - 06:07:422 (3) - whats with the normal whistles, is it intentional yea
06:51:047 (1) - slider end whistle dosen't sound very good i want the slider body whistle... but i guess the end is a little too sharp? reduced volume of end
07:04:547 (3,4) - overall, 1/8 sliders sound the best here i want a slowing effect
This is really good, i hope you get this approved! i do too /runs
thanks :3Lach wrote:
so i spent 30 minutes scratching my head trying to find stuff that felt weird, or sounded weird, or looked weird.
[Love]
04:49:047 (1,2,3) - spinners felt weird starting on red. failed copypaste huehue
04:16:797 - End the first one here
04:17:047 - Start the second one here
04:18:797 - End second one here (or here 04:18:859 - ?)
04:19:047 - And of course start the third one here.
sounds worse, but i guess it looks better? changed hitsounding of spinners appropriately... dunno
Nazi shit because I can't find anything else
04:32:547 (3,4,1) - nazi blanket fixed
04:49:047 (1,2,3) - ^ fixed a little... it's more important to me that 04:49:047 (1,3) - these ends are perfectly stacked
idk
Why should I be mad? Was all just suggestions and if you have your reasons to keep stuff, keep it. I played the Diff and those streams pointed out were some I didn't manage to get or I barely got them, more luck than knowledge, I just prefer maps to still be somewhat enjoyable without my fingers hurting.Backfire wrote:
No changes will be applied to the taiko.
You have missed the entire point of it supposed to be difficult. The parts you even mention are not hard. This is supposed to be "the hard of the hard". Look at the standard map. It is similar to this.
The break in kiai where it slows down is something you have to play to feel. You can not just comment on it from editor. It has its purpose.
Sorry if you're mad at me for not wanting to change anything. The only thing i'd consider is the shit like X xxx X xxx X since I agree it's difficult, but according to some, that is one of their favorite types of things to play. I'd like to leave it in if only for fitting so well.
The speed-up gimmick is something special to me. I used it in the old Distorted Lovesong I mapped a long time ago and it was the coolest part to me (of course way faster, like going up to 10k bpm), so it only makes sense to keep it.
Thank you for the mod, you do deserve kudosu, even though I won't change anything.
I didn't tink you got me right. I said that it was hard to read for me on the regular 1,4SV, because I suck at playing HR (probably), your statement has nothing to do with what I wanted to say._Gezo_ wrote:
Seriously koka. 1.3 SV. grow up a bit, HR is supposed to be a difficulty increase, not a reference for SV.
Sorry for telling you to mod this at 4:00 am XD_Gezo_ wrote:
(also I lacked sleep when I said that, I was like szldkfha + sick = rage so well take distance sometimes orz)
no actually the post towards koka was at 8am after lacking sleep in class, see the hellkazukisinx wrote:
Sorry for telling you to mod this at 4:00 am XD_Gezo_ wrote:
(also I lacked sleep when I said that, I was like szldkfha + sick = rage so well take distance sometimes orz)
yes, except it starts at 01:21:047 - (did you copy the wrong time?)Jacob wrote:
01:27:047 - 7/4 time signature
Put the 4/4 at 01:34:047 instead. 01:33:047 (1,2,3,4,5) is structured exactly the same as the previous section (which is set to 3/4) so there's no reason it should be changing there.Jacob wrote:
01:31:547 - this one is most likely 3/4 (heavy beat lands on 01:33:047)
01:33:047 - 4/4
This is the reason for the additional uninherited timing sections--at least in the taiko. I changed the standard diff too, for the sake of consistency.tetsutaro wrote:
01:21:047 ~ 01:31:547 - To me there is a sudden decrease in density of bar lines with you using 7/4. I would suggest implementing alternating 4/4 and 3/4 stanzas (Making it like bar line --> 4 beats --> bar line --> 3 beats --> bar line --> 4 beats...).
Similar structures to deal with abnormal bar length has been seen in authentic maps such as Soul Calibur III New Legend and GERMINATION.
thank you!Jacob wrote:
[Taikocalypse DX]
06:34:843 (1,1,1,1,1,1,1,2,3,4,1,2) - please delete this section. it's awkward to play and the timing for this section (or lack therof) is incorrect. each circle practically needs its own individual timing section to be spot on. this was discussed extensively with some other BATs--the timing is accurate down to 1/16 (thank you charles), and the low OD makes this relatively easy to get 300s on. Most testers have not had problems with this section at all. also, removing it just makes that break REALLY long and boring--in the standard diff, there's at least an SB to keep the player/viewer's interest, but the taiko would just have a long minute of nothingness ;;
[Love]
02:48:047 (1,1,1) - in my opinion, this anti-jump is really difficulty to sightread and play properly due to the very fast ongoing pace of the map at that point in the song. a good solution would be to place a slider at 02:48:047 that repeats at 02:48:297. it would also be neat to place the reverse of the slider on the end of (1) in the next combo, like this ((7) is the repeat slider, you just can't see the repeat). the problem with sliders is that they give more "connected" flow and I wanted disconnected flow there. The weird 1/4 effect in the background fades away at 02:48:047 - and suddenly comes back at 02:48:547 - , so I wanted to emphasize that. Anyway, I spread out the notes across the screen. (surprisingly enough, no one i watched test the map misread the antijumps--even on first play--but I suppose they are a bit too risky.)
06:48:422 (1) - you should never ever map to a vocal part that isn't actually part of the main beat. this isn't timed correctly either (or does it even have a correct timing)? yeah, you should probably remove this. yeah this is pretty weird--removed.
this should be good for bubble #2 since the uninherited timing section changes didn't require the resnapping of any notes.
Hello.Makar wrote:
music theory experts
This is a fair way to aid Taiko gameplay since 7/4 measures are really long. In theory, 7/4 measures are simply made up of a combination of 2/4, 3/4, and 4/4 groupings, and this song happens to use a 4/4 to 3/4 as a 7/4 measure. Both would be considered fine if you consider Taiko playability, and this is one of the cases where I would allow a red line inconsistency across all diffs.RLC wrote:
This is the reason for the additional uninherited timing sections--at least in the taiko. I changed the standard diff too, for the sake of consistency.
01:33:047 - 4/4 should go here instead of 01:34:047 - . For the reason Lybydose provided above, what that's trying to accomplish is making the time signature fit the map, when it should be the other way around. It is very clear that 01:33:047 - is a single 4/4 measure and not a 3/4 measure with an extra beat.Lybydose wrote:
01:33:047 (1,2,3,4,5) is structured exactly the same as the previous section [...]
the previous posts were all dealing with the time signature changes; as it is right now, all of the time signatures are correctGabe wrote:
I so want to give a flame to this map ;w;
butyouguysareconfusingmewiththetiming