Collab with Lissette
Lissette isn't in the tags
ok.jpg
Lissette isn't in the tags
ok.jpg
224,300,70175,2,0,P|184:312|128:304,2,100,0|10|0,0:0|0:2|0:0,0:0:0:0:
292,340,71560,1,10,2:0:0:0:
360,300,72021,2,0,P|412:292|468:312,2,100,0|10|0,0:0|2:0|0:0,0:0:0:0:
Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed. AIMod (shortcut ctrl+shift+a) will also point out sliders that move in an "abnormal" way, so make sure to check that if you're unsure of a slider.
And for that rule we used a speed up section in those sliders, so they arent slow down because of the wiggle, but it seems we need to increase the sv more so the velocity on the slider is the same as a normal slider, so I was trying it out and this is the result... http://puu.sh/9u1im/c26d97c350.jpg These sliders have same lenght on time-line and on game-play, but I needed to use x2.00 to slider velocity to the wiggle slider to make it happen, this way I'm not manipulating slider velocity with the nods, I just want the wiggle cuz it fits the music, but I'm trying to keep the velocity the same as the rest. I hope I could explain myself good enough, and hope you understand ><Chewin wrote:
Dancing [list][*]00:19:867 (2) - 00:23:560 (2) - 00:27:252 (2) and all the next ones - These sliders are sadly all rankable nowdays. You can't use a speed up that is slowed/blocked by the slider's shape. I like them but I can't let you keep cuz it's against ranking criteria <_< Well, you need to fix all of them, sorry. You can read it from: t/158947 :Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed. AIMod (shortcut ctrl+shift+a) will also point out sliders that move in an "abnormal" way, so make sure to check that if you're unsure of a slider.
What?Priti wrote:
Chewin.. Are you freaking serious?
It has been confirmed by both Charles and peppy that using the slowdowns in editor does NOT provide a correct offset and it should only be used for finding BPM or finding out the beat snap of a part.
What about adding custom slidertick with the default soft clap hitsound? This is really needed because you missed some claps on 00:50:329 / 00:51:252 / 00:54:944 and so on in the Sleeping diff. Adding them would make the rhythm much consistent to hear and enjoyable. I highly suggest you to apply this. Don't be lazyre-mapped some parts so the hitsounds is consistent, there where some we didnt change at the end cuz it fits very well, but we dont like the custom slider tick T_T
00:38:791 (5,1) - You should remove NC from (5) adding it on the actual (1) instead like you did for 00:31:406 (1,2). Keeping consistency is nice, being inconsistent isn't.Added it on the start of this 01:34:175 - section because of the kiai, I want to keep new combo with the vocals "Do you love me..." in the middle of the chorus.
02:12:021 (3,4) - The stack leniency ruin this pattern, if you check in testmode play. I would unstack all this 1/1 patterns, I mean 02:11:098 (1,2,4,5,1,2,3,4). Stack leniency really makes it so ugly to see and playWe really want to keep the stacks, so we moved notes a little bit so the spacing looks more even on game-play.
Actually the offset he provided does works betterPriti wrote:
Chewin.. Are you freaking serious?
It has been confirmed by both Charles and peppy that using the slowdowns in editor does NOT provide a correct offset and it should only be used for finding BPM or finding out the beat snap of a part.
Done!Chewin wrote:
Much better now! But I still didn't get two points in the dancing diff:
02:51:262 (1) - why is there new combo here? not really necessary
01:32:570 (5) - New combo here? this long combo (12 elements) is so.. weird
Call me back <3
Thanks a lot Kenezz,Kenezz wrote:
Liz & Liss= Pure Love <3
[General][Sleeping]
- Maybe considers add "k-pop" to the tags.
- 03:30:493 - Imo the kiai should end here. I feel the track marks the chorus (not the voice) and here marks the end, the voice continues but feels better here.
fixed the overlap, but we prefer the combos as they are >~<
- 01:13:416 (1) - The transition between this slider and the next could be kinda hard to read (rookie players) since this don't follows the polarity (red tick-white tick) I think, although this slider fits with the voice, you need to lengthen this one by 1/2. Really considers this point.
- 03:21:723 (1) - This is too nazi but, how about move up this slider a bit to avoid the overlap? Plus: Maybe remove the new combo to be consistent with the next combo: 03:29:108 (3) if you add then add new combo to 03:22:647 (4). http://puu.sh/9EFxv/a19dd0dbd1.jpg
[Walking][Dancing]
- 00:39:262 (1,2,3,4) - I find these stacks kinda confusing during the gameplay, feels like you wait another circle on the first stack and then you react (my experience in the first play) Perhaps the blame is the voice since "do you love me" correspond to: one word to one beat, and you expect press more circles in the same place. (I hope you understand my point). So maybe add a 1/2 slider instead 00:39:723 (3,4) and stack the slider head to the previous circle: https://osu.ppy.sh/ss/1741019
- 01:36:954 (3,4) - Something similar happens here, maybe here because the slider should start on the white tick if you want follow properly the voice 01:36:954. Then here's my suggestion: 01:36:954 (3) - Remove this circle and move the slider to this timeline and stack with the previous circle, then go and add another circle on 01:37:647. https://osu.ppy.sh/ss/1741048 Imo this way works better. Hmm thing is, here we re mainly following the music instead of the vocals, so we re keeping it as it is
- 01:44:339 (2,3) - Same as before.
- 02:04:647 (3,4) - This isn't a big issue but, maybe move up these sliders to avoid the bottom of the screen?
- 02:03:262 (1) - Considers Ctrl+Ging this slider. The jump will be too big and the transition to the next slider we find it awkward so we keep it as it is
- 03:24:493 (7) - Add new combo due the change of the sv. there s many more in the map and we think will be very combo spammy if we do it like this, seems very readable as it is >~<!
That's all I think, very nice mapset <3
Call me back when you have applied the changes.
Sonnyc wrote:
Good job!