Wanted to know players' opinions on this kind of pattern usage. (specially when it comes down to TAG4 and stuff)
That's an issue I found when I was modifying some stuff on my last ranked CTB diff (https://osu.ppy.sh/s/49916).Drafura wrote:
On most converted maps you'll not encounter that kind of patterns but it's a problem when it comes to ctb mapping when you want a specific behavior and you can't get it works fine.
Well for triple jump the solution isn't that hard to find but in my case the only way I've encountered is pattern destruction. If you take my example the only way to solve this behavior is to modify the jump to make it easier, so I've to move that fruit (01:00:199 (1) - and actually I already moved it just a little to make it easier I can go farther to make it quite impossible to catch) to the left, but here comes one problem : all other jumps on this beat divisor are okay with this spacing and actually it follows a logical placement wich fit with the begining of the pattern. But even if it's the same jump it requires way more timing. This isn't a good behavior. In my opinion same spacing would sounds as same timing, not : look what you played just before to know the timing widows you have for this jump. Actually I've never seen a rythm game where you have to back read while you're reading the map...Deif wrote:
There might be a way to "avoid" the new behaviour: SV, BPM changes... who knows? ^^"
Imagine necroposting a 10 year old thread._Kancho_ wrote:
hyperdash makes gameplay more challenging