http://puu.sh/5n96a.rar Gomen, it's me that I'm somewhat fast since I don't have/do - wait I had one- mod requests/maps anymore and can directly cgeck when I'm here
Yuko: No rush. I figure I may as well clean up the guest diffs while waiting for you. q:Kodora wrote:
[Kodora]
00:14:866 (2) - This is unacceptable for a Hard difficulty. Make it less covered please. I asked more BATs and mappers for their opinions about this - it should be fine for advanced hard diff like this one since we already have easiest hard here. Also it's really not hard to read.
This isn't acceptable for a Hard difficulty. The circle is completely hidden by the slider body. This is a technique that should be used sparingly in Insane level difficulties. This was designed as a Hard. Make it more visible.
00:36:898 (1,2,1,2) - According to your rhythmic pattern, you shouldn't be moving to 1/2 rhythms until 00:38:148 - though adding a beat at 00:35:491 - would help move things forward a bit. Fixed
You still have premature 1/2ulation at 00:36:898 (1,2,1,2) -
00:49:241 (2) - This was unexpected. You never did these before - it felt like you were going to do your normal stack thing again like the rest of the map prior. That's a little trick to not let HD players FC it in one try - while it still easy to play/read nomod such trap should not case problems it also stolen from other map
It's more about consistency of flow. It breaks your flow up until this point so I have to actually look at the map instead of just playing it and enjoying it. Not a good design move in the long run.
00:51:273 (4,1) - This overlap makes me cry nah D: Real tears yo. They be fallin'
00:54:866 (1) - This speed up makes no sense musically nor does it fit with your mapping. This little speed-up done to emphazire second part, which actually stronger than first one.
If there is an increase in intensity of the music, I sure am not hearing it. Especially to the degree that you're emphasizing it. It plays out of place to the music itself.
01:04:866 (1) - ^
01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
That's because you are at Insane level, so you won't notice it.Chloe wrote:
I finds those overlaps are not so difficult to read, also not too hard as a hard diff, and now the spread is clear here with the E N H H+ I.
It's likely that he IS at Insane level, but assure those overlaps aren't noticeable for an insane player as much as jumps and streams.Priti wrote:
That's because you are at Insane level, so you won't notice it.Chloe wrote:
I finds those overlaps are not so difficult to read, also not too hard as a hard diff, and now the spread is clear here with the E N H H+ I.
It's like saying tattoos don't hurt after you have done 30 of them.
Everything i didnt reply to = fixed.Garven wrote:
[General]
Something I overlooked initially, sorry: Your combo colors are very very similar. Make them more distinct from each other.
No tick rate 2 on your maps, Yuko? You didn't reply.TR2 boss Garven!!Well i still prefer TR1... ;-;
[Insane]
00:11:273 (3) - This feels unnecessary considering the strong emphasis in what's going on in the music. The spacing also makes it deceiving when you look at the next tiny combo (that shouldn't be a combo on it's own) Doing something more like what you did at 00:13:616 (2,1,1) - is recommended (except kill all the unnecessary new combos)
I'm not going to name off all the super-short combos. Get rid of them. They screw with the HP Drain metric.
00:38:773 (1,2) - This change in flow just breaks everything you've set up up until this part. I suggest you ctrl + g the 2 slider and adjust the pattern from there.
00:42:523 - Add a break or hit objects.
00:52:210 (1,2,3) - Random triple why?
00:57:835 (2,3) - What is this rhythm. It breaks all the other instances of this part of the music that you mapped. Eh.. I actually dont see the problem of it, it's kind of different with 00:47:679 (3,4) - in the music, if you have listened to it carefully.
01:02:210 (5,6,7) - Another random triple. There's nothing to justify this in the music.
01:05:335 (2,1) - This spacing feels way too close after all the jumps right before it.
01:12:210 (1) - This flows better ctrl + g'd I juststole this pattern from other mapmade a difference with 01:11:273 (1) - to avoid boring things, also it flows good imo?
01:16:898 (3) - Here's this thing again from the intro. And all the too-short combos to go with it.
EDIT: Updated Kodora's diff.Garven wrote:
[General]
Combo colors are still way too similar. fixed
[Easy]
00:46:116 (1) - Alright, now just give more recovery time after the spinner and we're good to go. Aim for about 3-4 beats for an Easy. fixed
[Insane]
00:45:023 - May as well snap the end of the break here. And maaaybe start the break at 00:43:148 - but it's already weird as a delayed break. I dunno. snapped the end, but keep start
There's still rampant new combo spam all over. I'll point them out individually later when I have some time. ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-; ;-;
Waiting on Kodora to fix the hidden notes.
Garven wrote:
Changed thisKodora wrote:
[Kodora]
00:14:866 (2) - This isn't acceptable for a Hard difficulty. The circle is completely hidden by the slider body. This is a technique that should be used sparingly in Insane level difficulties. This was designed as a Hard. Make it more visible. This guideline got changed to Avoid covering up objects with hitbursts, slider tracks, and other objects, especially in easier difficulties. Obscuring objects can make them difficult to read. There can be some exceptions where patterns have a clear and logical path and the timing for these objects can be told easily.. Main point here is real playability - In fact players have almost 300 ms to read this, and such circle plasement at this part shouldn't be real problem with AR 8:
00:36:898 (1,2,1,2) - You still have premature 1/2ulation at 00:36:898 (1,2,1,2) - It follows background guitar (Insane also have same rhythm at this point)
00:49:241 (2) - It's more about consistency of flow. It breaks your flow up until this point so I have to actually look at the map instead of just playing it and enjoying it. Not a good design move in the long run. Changed to manual stack ;___;
00:51:273 (4,1) - Real tears yo. They be fallin' Changed this
00:54:866 (1) - If there is an increase in intensity of the music, I sure am not hearing it. Especially to the degree that you're emphasizing it. It plays out of place to the music itself. Second repetition is also "stronger" than first one. And main point - imo, it will looks boring if second repetition will be same as first.
01:04:866 (1) - ^
01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
Yuko: No rush. I figure I may as well clean up the guest diffs while waiting for you. q:
you can tell from the object count, which is known to work well if the drain times are the same for all the difficultiesMakar wrote:
You can't say because there is no way to tell.
You cant see this in multiplayer lobby.Broccoly wrote:
you can tell from the object count, which is known to work well if the drain times are the same for all the difficultiesMakar wrote:
You can't say because there is no way to tell.
^Nemis wrote:
...
I can't really explain my disappointment about this unranking. Good luck with re-re-ranking.