Doxa, la boquita cerrada, sí? Qué hacés acá, papá? Andá a practicar el map pool, gil!
The point of the video is to prove that the pattern itself is completely doable, since you linked the pattern and said it plays bad. Later changed the subject from the pattern to the map. See the difference? Map gets harder as it gets longer, that's always how it works.fartownik wrote:
Holy shit that's gotta be one of the worst ways to justify map playability.
I'm pretty sure most of the playerbase from the top1000 overall could FC this part your way (editor -> testplay) so your argument is completely invalid. The pattern 'plays fine' on its own, i.e. if your diff was 1 second long and consisted only of that pattern or if your map consisted only of similar patterns, when it's actually the opposite.
Here it goes subjective part again.fartownik wrote:
You put something completely over the top and out of range for the difficulty you introduce for the entire map and that is the problem.
Fantasy wrote:
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.play-ability does not equal quality i thought you would know this by now.
recién hoy me acordé que lo tenia que bajar papu, no necesito practicar, el sabado carreoYuii- wrote:
Doxa, la boquita cerrada, sí? Qué hacés acá, papá? Andá a practicar el map pool, gil!
I'd even consider spacing them slightly more as opposed to slightly less but I'd play around with both options first tbh. Reasoning being that they are spaced exactly the same as the curved stream if we measure from center to center. As you've pointed out, distance for zig zags is more intuitively measured from rim to rim than center to center so right now they are relatively less spaced than the previous stream in this sense.Miyazono wrote:
And what would a rank 60k know about Extra difficulties playability?
If anything, Skystar, I would reduce the spacing a little bit. You might still want to leave the notes not touching to use the edges of them to tap, as I think that fits the song right there
Here it goes subjective part again.Shall I make a poll which part is the hardest and by how much? I think we both know the results. Actually I'm pretty sure even the pp algorithm will show a big difference in star rating.
>over the top and out of range for the difficulty - your opinion. I assume that what you're talking about is that the pattern itself is like 9000 level above everything else in the map - which I completely disagree with. Some people may think that jumps are easier to do than streams, while some others will find the opposite. Get the point?
It's not actually any more spaced than the stream that leads into it so it technically doesn't stick out in the eyes of the difficulty calculator anymore than the bit before it. I think it's more likely to be an issue of implementation of pattern than the pattern itself. As we've all said, ladders and curves play a lot differently and as a result there should probably be some difference in spacing that can account for this. Either way, I agree that in it's current state, the ladder could use some tweaks and only if/when that proves not to improve this stream should there be calls for remap.AmaiHachimitsu wrote:
Apart from this part being overmapped (not rhythmically tho) it just springs suddenly, distorts the flow and is out of the place. The map is filled with curves and you put a freakin ladder out of nowhere. When mapping a piece of art you should keep it being an art in all the details.
I can guess you really wanted to have such pattern ranked, especially since Odoru Mizushibuki got ranked (which is also a blunder). Despite being primitive it adds up significantly to the pp worth and true difficulty itself AND at the same time getting praised by the majority of community (which can't even read this map) as gimmicky and innovative. Tons of favourites, lots of love, only the players (for which the map was allegedly created) disappointed.
Well, if it fits you go ahead.
jo zjbs i tema rasot cia, dw ir as lietuviskai parasynesiu, cj kietai atrodau dabarDoxa wrote:
recién hoy me acordé que lo tenia que bajar papu, no necesito practicar, el sabado carreoYuii- wrote:
Doxa, la boquita cerrada, sí? Qué hacés acá, papá? Andá a practicar el map pool, gil!
i see axrious did this, and i saw that video.Skystar wrote:
fartownik wrote:
[Skystar's EXTRA]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Seriously, this gets rebubbled and this is not fixed? Major WTF. This is the only pattern that basically ruins the potential fun of this difficulty. Please fix this overmapped thing, it plays bad.https://youtu.be/lbY8YMxFN10 plays fine for me.Flamie Spidlow wrote:
[Skystar's Expert]
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - OSU! is not CYTUS. who can play this pattern? super overmapped xd
Seriously I don't get how you people are overreacting towards this pattern. It's surely the peak of the song, where you can see all the other difficulties go with peak patterns as well. It looks, sounds, and plays completely FINE.
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that.
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one.
With possibly other 100+ players hating it for also justifiable reasons. Why do you deny any kind of negative observation, and automatically praise anyone who enjoys it? You have to take reviews and observations from both ends really, especially when this kind of maps are the ones that are the most controversial around the community. Every mod which disagrees with even the slightlest pattern, you disagree, period. Even if it gets revised 5 times nope, no one can judge your creative mapping because you are the only one that gets this kind of stuff rankedHollow Wings wrote:
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
thanks for modding!
Is it just me or might this actually be harder to play for most people? Harder to control the cursor cause the spacing is increasing.Natsu wrote:
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
@skystar I'd just go with something similar to (did fast so maybe doesn't looks nice haha):
I guess that can work and make everyone happy~
This is so true, couldn't have said it better myself.CXu wrote:
But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.
Quoted for truth, really well said.CXu wrote:
Okay, uh.
Looks fine in editor, I suck at alternating so I probably wouldn't be able to play it well, I don't have the ability/time to test it.
But sometimes I feel like good players somehow feel entitled to be able to play certain difficult maps, and if those maps happen to have a difficulty spike within (even if it makes sense in context of the song) they start complaining about things being awkward, horrible, bad, whatever.
And I'd somewhat agree if this was a single difficulty mapset, since then you'd like to try and accommodate for the most players possible, but this mapset has 5 difficulties at 6 stars or above, mapped in different styles. If one or even several don't fit your tastes, play the one(s) that you like, and let those that enjoy the other ones enjoy those. If those patterns are, in your opinion, easier with tap + x, then make a mental note for yourself that that difficulty is a "tap + x map" and skip it. When the mapset has so many difficulties at the upper part of the difficulty spectrum, I think it's really dumb that people complain about something being too difficult, especially considering different people find different things difficult, and there are so many alternatives to choose from.
If skystar decides to change the pattern, then that's fine, but I really don't see how it helps just saying it's bad, especially when you don't provide an alternate solution.
I can FC that with a mouse too, and I'm not even a mouse player.KuranteMelodii wrote:
The question is, Skystar is a tablet tap + x player, sure it's playable but only you're using a tablet, aiming this pattern with a mouse is a total armageddon
Hollow Wings wrote:
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this?
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned.
yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day.
thanks for modding~Baraatje123 wrote:
[Easy]
Consider increasing AR to 3.5-3.7, so sliders as 00:01:900 (1,1) - won't overlap anymore
00:45:400 (1,2) -Blanketits done fine enough imo. slightest change may make it worse
Cool diff
[Irre]
00:51:025 (1) - A 1/2 slider with a circle after wards would play much better, as this slider ends on a downbeat (and the sound at the 1/2 is really strong) i doubt that. in this diff, sv is high enough to make the player feel slider end being even harder than slider head
00:56:462 (4) - Why use such rhythm, when at the beat (you skipped) a strong sound exists (which is much stronger then the 1/2)
01:01:900 (1) - Distance!!!
01:14:650 (2,1) - Such low spacing. Make the players more prepared for the higher SV/DS!
01:24:400 (1,1) - Not stacked properly
01:30:400 (1) - <3
01:51:962 (2,2) - Claps?
I like it ^_^
[fanzhen]
00:16:337 (2) - A triplet instead of this would play better. imo 1/4 sliders w/o reverse are rather hard (for hard)
00:19:337 (2) - ^^
00:51:212 (5) - ^^ this one should be fine
00:54:400 (1,2,3,1,2,3) - Quite hard to read. The first 3 might be fine, but 00:55:150 (1,2,3) - are much harder. Consider making those a reverse-kickslider as well
Nice diff
[Hyper]
00:25:900 (1) - End at 00:27:025 sounds better imo not really imo...
<3
[LKs]
01:22:056 (1) - This is just incredibly confusing. Stack it ontop of the next object
01:22:806 (1) - ^^
01:23:556 (1) - ^^
I don't even know what to say. I love it
The next part part of the mod will be 99% based on actual playability. I played all higher diffs 10 times, and some things were problematic for me. There are a few things which were already discussed (like Skystar's stream) so I'll leave them out
[LKs]
00:48:400 (1,2,1,2,1,2,1,2) - This pattern plays ridiculously hard, and so does the reading, mostly due to 00:48:962 (2,1,2) - where the pattern changes. Every time I played this I missed this treating it as 1/2 circle solves it. I think the flow is fine.
01:26:650 (1,2,1,2,3,4) - Higher spacing is fine, sliderjumps are fine. But this is not. The sliders which are cramped upon eachother create a huge slowdown, which continues in a fast stream with a really harsh flow, because of (2,3,4) which is a triangle, which plays terrible at such high BPM (1/4) just like taketori hishou (lunatic), the pattern is easy be treated by tapping like lunatic. precise solution is certainly a challenge, or it won't be called "another"
01:30:400 (1,2) - This jump is really unexpected and quite hard 01:56:837 (4) - i recon it being fine, as the appr. circle suggests it being 1/4
01:39:400 - Add a circle please as discussed, nah
01:56:931 - ^^, this sound is even more noticable then 01:56:837 (4) - i like the custom rhythm, and its good
[Another]
00:24:306 (10) - This note a hard to hit, as it's hidden under the previous slider. Even if it would require high spacing it would play better, as the sudden stop makes this feel really weird
00:25:900 (1) - Silence end? the reverse ride makes it fit
00:31:900 (1,2,3) - The fact the the sliders start on the blue ticks made this part rather awkward, the harsh curve from (1) to (2) is also not that great. That is actually the biggest problem, as 00:37:900 (1,2,3,4) - plays good this pattern is plainly based on the pitch.
00:49:525 (1,2,3,4) - The gap from here to 00:49:900 (1) - is too low. I for example mash the buttons from streams like this, causing me to miss on the next notes (and therefore the whole stream) cant really understand the concept, but this pattern should not be a problem on playability
01:08:650 (5,6,7,8,1) - I hate patterns as these, but this is just personal opinion. It's too harsh, try to make it flow more smoothly! inherited from my previous maps. i would like to keep it
01:55:900 (1,2,3,4,5,6,7,8,9,10,11,12) - This part is too hard to read. It's even harder then the highest diffs which shouldn't happen. Remove 01:56:931 (9) - then move 01:56:181 (2,3,4,5,6,7,8) - 1/4 later, and add a note at 01:56:181. This would make it much easier to read, while not changing the overall gameplay that much i doubt it. it plays fine, as everything gaps 1/4. i can do it without difficulty, can't pass the part between kiai, tho
[Fanzhen]
00:21:118 (5) - The fact that the triplet starts at the blue tick makes this feel awkward. Only now, when I see it in the editor I understand the rhythm. I Always thought it started at the white tick, and that 00:21:400 (1) - started at the blue tick. Consider removing a reverse from 00:20:650 (4) - to make it feel better this is readable, like, uh, moe moe anime song pattern. i would recon keeping it
00:29:462 (3,4,1) - Quite ridiculous movement. The triangle has a harsh flow, and the "doublet-stream" following doesn't justify it much already reduced spacing. i think there should be no problem
00:32:650 (1,2,3,4,1,2,3,4) - This is just too much. The first 4 are still doable, but the last rectangle is just over done. Please reduce spacing a little bit (or make the flow a bit better), the straight curves are too harsh for me i call this typical lks pattern, um sorry, we are in fanzhen? imo this is doable, just need a bit more aim.
00:34:150 (1,2,3,4,5,6,7,8) - Is there a need for such high spacing? Especially (5) makes this feel really weird the pattern is in regular paradigm. 2nd half of a bar - high spacing; white line - turn
00:50:650 (1,2,1,2,1,2,1,2) - ERMMMM. Can people FC this? Out of my 10 attempts. I FC'd it once, but I'm just rapidly mashing and moving a freak w'/o any sense of rhythm for this. Slider would fit much better! I also can't hear why the spacing has to be this ridiculous i think this plays fine at this AR rate.
01:17:462 (3,4,5,6,7) - The sharp movements are bad for the flow. Make the vertical movement a bit more so you can flow in a circle-shape, instead of straight lines! this happens in a few previous maps so it should be ok
01:27:025 (1,2,3,4) - I know this is like the clmax of the song, but the flow here is quite bad. why not try this the suggested pattern dowsn't look good. moreover, imo flow isn't everything
01:28:618 (8) - Hidden under 6's reverse its rankable because it is clear where the slider head is, unless you set the skin not to show combo number
01:30:775 (1) - Make it a circle, ther is no sound at the 1/8.
01:31:150 (1,2,1,2,1,2) - Silence ends please
01:57:025 (1) - Make it a bit larger please should be fine
[A_R]
00:31:900 (1,2,3,4,1,2,3,4) - Is this even FC'able? It feels way too overdone and has a ridiculous hard flow. This is actually the first place I lost combo (Yes, I FC'ed the whole previous part nomod (NF)) that's the part it becoming hard. i would say it's a challenge.
00:33:962 (5,6) - Reminds me of DA^10. Please Ctrl G, this is really harsh and rather unpredictable it follows the clap i set
00:37:900 (1,2,3,4) - This part is almost impossible to read. Ctrl G (3) and Ctrl G (4) please it is readable because appoach circle is there.
00:54:400 (1,2,3,4,1,2,3,4) - See first comment
01:19:618 (4) - Stack with (2) increases flow a lot
01:21:775 (5,5,5) - NC for readability
01:24:025 (5) - ^^ This distance man
01:26:650 (1,2,3,4,1,2,3,4) - This part is truly harsh. I couldn't even pass this with HT O.o The spacing from (2,3) is too high some say the previous part is harder. i will keep it as the big boss
01:39:025 (1,2,3) - This is a 240 BPM 4-plet in the middle of 160 BPM 1/4 jumps. A reverse slider would play much better (and be more playable) nah.
01:55:900 (1,2,3,4,1,2,3,4,5,6) - How could I ever FC this? O.o I feel good ^_^ this one should be ok
Nice diff, but I'm not that keen of patterns like 01:51:025 (3,4) - The reverse jump is just too much imo
You know what to do
Eyecandy wall inc.Baraatje123 wrote:
[HW]
00:16:900 (1,6) - Imperfect stack w... what?
00:25:900 (1,2,3,4) - This is too sudden! Please make an indication for this speed up. Why not make 00:25:243 (1,2,3,4,5) - constantly increasing is spacing, and thus in speed, making the huge SV feel better (or tone the SV down to approx 1.5x) at least it's better than the previous version to people, thou the previous version is much better to me.
00:26:650 (1) - To increase readability, as this is slow, make it a bit curvy/different from the previous ones so people can distinguish it better nope, people won't notice the nc pattern unless they try to.
00:31:338 (5,1) - Increase the spacing. The gap is hard to read. Remember your EX EX on Helix, it had a similar problem and got DQ'd over it. don't make it happen to this map as well, as the map is a really good one ^_^ i think this is quite different from helix's pattern, you can read those approaching circles clearly, that's how you can hit the circle correctly.
00:32:275 (5,1,5,1) - ^^ (Here it's even worse imo) ^
01:09:275 (3,1) - Such low spacing feels out of place it's more like a stack pattern here in aiming view, which is just a kind of ds pattern.
01:22:806 - Add note please, for consistency with the other similar parts! nope, for just following the song.
01:31:150 (1,2,1,2,1,2,3) - Silence the ends please that's ok imo...
01:56:931 (2,1) - This stack creates an unneccessary spike. Make it spaced please, for a better flow people will only focus on note 1, note 2 is just a passing by 1/4 tapping obj when they playing this pattern.
Well done HW! Most definitely your best work so far ^_^ lol... this is made 2 years ago thou www
You know what to do
Hollow Wings wrote:
why i map things like this? i got tons of test plays other than yours, and i can tell every detail if you care the so-called answers of "why you set pattern like this?" which just makes me sick, even this map's composing is much more brighter than common ranked ones recently from a mapping view.fartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed. extra mod? fine, let's see if there's issue in the map after bubbled.
[HW's Ex]
00:30:400 (1) - The whole part starting from here is pretty bad. You basically try following the streamy beat, but at the same time you follow the other one, leaving spaces like this 00:30:868 where the previous beat is still present. It might've worked with the sliders in the part before, but it surely doesn't work with the streams, especially if you stack them up like you do. Possible solutions: 1. Make it a giant stream. It's the best solution, but I'm pretty sure you won't use it seeing how you wanted to stay consistent to the previous part no matter what, even though a real deathstream would be the most sufficient for this part. 2. Unstack all the streams. Basically everywhere you have a space in-between the streams, have a space on the playfield as well. So: if you really look deep to those streams' rhythm you can understand that every stream is following different tracks even i set them with same 5 notes style, then "inconsistent" ones can express those patterns better. I understand what every stream is following. I still find it pretty bad. It would play much, much better if you fixed it as I mentioned. i find it worse if i change it as you mentioned.
00:31:338 (5,1) -
00:32:275 (5,1) -
00:32:837 (5,1) -
You should have a regular 1/2 distance snapping in-between those. You can leave the streamjumps although they're weird as well seeing how inconsitently you put them there.
01:22:056 (1) - New combo why? Just randomly noticed it. stare at this tick: 01:22:806. Fine.
01:23:556 (1) - ^
01:26:275 (3,3) - As much as the two previous repeat sliders (from the previous velocity) play fine because you don't have to shake your cursor like a dancer, these ones don't and they're actually horrible to play. No suggestions here, anything would be better than these fast repeating sliders honestly. shake your cursor like a dancer pls, otherwise i'll set the sv larger to let players do that. What kind of answer is this? i'm telling you that you may shake your cursor like a dancer if you played that pattern.
01:32:556 (2,3) - When you decide which beat to follow, please don't randomly change it like this. It's odd. I know there's a sound there, but it's nowhere close to be heard by the player if you follow the sound you were following all this time. Remove (2), move (3) to its place and make it longer so it fills the beat. nope, it's not random in its section. Yes, it is random. The sound is in the section, but the other sound you were following for the entirety of the pattern has been dropped (for no good reason). The slider should start at 01:32:556, even if there's another beat in the music at 01:32:650. then i say the rhythm 01:32:650 (3) - is following is the better choice, i prefer emphasis the same beats every sliders' head are following at this part, rather than just simply following the string track. even the tick already has a note.
01:34:525 (1,2,1,2) - Toooo huge. You've done this before, but for 1/3s. For 1/4s it's really, really sudden especially considering that this is a slow-paced part of the song. Reduce the spacing. do you even look into the map in detail... ? stare at 01:03:775 (1,2) - 's ticks pls. and also, i can play that full screen jumps myself, it's an easier pattern for me than 01:02:837 (2,3,4,5,6,7,1) - this one. Fine, even though the beat I mentioned follows more of a quiet and non-distinguishable beat than the pattern you've mentioned. they are distinguished clearly.
yeah "play-ability does not equal quality", then do you guys really looked at the maps' quality without judging the play-ability? to me, the most important part of the quality DO IS play-ability, for a ranked map is made for PLAYING.
the map plays bad to you? good. i've already got 100+ players enjoyed the map and even 3 fc'ed scores.
"the map plays bad to you? good." should be a quote of the year. Some people also enjoyed Big Black, some people have FC'd Big Black, it doesn't instantly make Big Black a good map. Also you mention playability, yes a good map's best feature should be playability, too bad your map doesn't really have that feature at places and you refuse to acknowledge that in the mods you get. Have a good day. thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.
thanks for modding!Depths wrote:
[HW nya~]that's all I have to say
- 00:26:650 (1,2) - I would make this one Slider and reduce the SV, I dont hear a second sound or any other reason to have it. the sound to me feels like its coming to a halt, and the SV increase at 00:27:400 (1) - would feel more powerful after a slower movement imo ( I hope you can make sense of this w) I might be wrong about there not being a second sound or anything, but if I'm wrong please enlighten me w i just wanna say you need to listen to the song carefully.
- 00:27:118 not mapping this sound? with the way you have it mapped current I can understand your reasoning, Im just curious why its not mapped the sound you think in that tick is actually at 00:27:025 which i've already covered with obj.
- 00:31:338 (5,1) - huge reading trap here imo, I know most people might catch it with the NC but still feels like it could be misread in some cases the pattern reads totally fine.
- 00:31:806 (4,1) - maybe decrease this distance some it's easy to combo it even in streams. distanced notes are easier to catch the position and rhythm.
- 00:32:275 (5,1) - same as earlier,could be misread
- 00:32:837 (5,1) - ^
- 01:19:056 (3,4) - stack 3 on head of 4? w... what? they are not even at same part...
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||Hollow Wings wrote:
thou eventually that big black is one of the best maps in the year 2012, and it do is a really great map even you can't play it well. too bad if you can't play this map well, too. and also, i always replying to mods, any mods are welcomed, i know what i'm acknowledging and refusing.