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Add Red Tint to SD/PF

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
MegaApple_Pi
Subject fixed to fit this topic a bit more
If the Subject was skewed/vague, then my apologies, what I meant was "Place the Game Over, 'Red Tint', over the game when SD/PF is enabled".

[In General]
The modifications: flashlight, hidden, auto, easy, hardrock, half-time, double-time, nightcore, relax, auto-pilot, spun-out, 4K - 8K, fade-in, fade-out, and random, are all being represented by either the playfield, and/or the objects itself.
I propose/request that Sudden Death to be represented by a red tint as if to fail. Perfect to follow up like Sudden Death.

Below, some more details that goes into the depths of this idea yet it may not read like this section (that's because I wrote one last :P).

[Before I make myself sound silly...]
When mods are enabled like flashlight, you (of course) get everything dimmed but the cursor, ctb-catcher, etc. is lighted up. And with hidden, you will see the hit-circles, fruit, etc. for a few seconds then vanish before you click, catch, etc.
I can go over, in general, with all of these modifications but I'll probably sound boring :P. So, generally speaking/typing, auto, easy, hardrock, half-time, double-time, nightcore, relax, auto-pilot, spun-out, 4K - 8K, fade-in, fade-out, and random would fit this ideally.

[So what I'm proposing/requesting]
Is that when mods like SD, and PF, which aren't really represented by anything but the mod icon is to be shown, add a red tint to the playfield to show that you are on the edge of failing.

[Ideally]
When sudden death is enabled, the screen would be tinted red as if to fail.

[Here is would be what it could look like]
Anyways, in Catch the Beat mode:
This would be ideally for all modes that enable sudden death. And this would show that a miss will fail as soon as it will be.

[Other "important" stuff]
Perfect would follow Sudden Death because it will when a failed perfect occurs then you have to restart.

That's all I got so, thanks for reading :P and (hopefully you'll) have a good day/evening/night/etc.
Bara-
I like the red screen for SD/PF, but the low HP is terrible, as you'd constantly think you'll fail
About NF, that should NEVER be changed. Most people use it to see if they can pass it (or just to play insane maps)
If you get rid of this key feature, many people can't tell if they'd pass the map or not, if they'd haven't used NF
- Marco -
I like the desing of the current icons. And if you don't know what a mod does just hover to the mod and you'll know so why changing it?
Bara-
He didn't meant the icons
He meant the game itself after equipping these mods
Sea_Food
The performance bar on low is a non option. This is because you can fail to hp drain without missing a single note in a lot of songs. So you need to be able to watch that even while playing SD. Might as well just edit it out.
Also the red tint might make reading harder for some players, and people use SD only when they are trying to achieve top scores. People who are trying to get top scores rarely want any extra disadvantages for no reason.

Also what bartje said about NF. Your change for that was the most crazy out of all of these.


You were allowed to make only 1 suggestion per thread but instead you made three which are almost compleatly un appliable. GZ.
Topic Starter
MegaApple_Pi

Sea_Food wrote:

The performance bar on low is a non option. This is because you can fail to hp drain without missing a single note in a lot of songs. So you need to be able to watch that even while playing SD. Might as well just edit it out.
Also the red tint might make reading harder for some players, and people use SD only when they are trying to achieve top scores. People who are trying to get top scores rarely want any extra disadvantages for no reason.

Also what bartje said about NF. Your change for that was the most crazy out of all of these.


You were allowed to make only 1 suggestion per thread but instead you made three which are almost compleatly un appliable. GZ.
I know.... the low performance/hp bar idea was stupid :P and I forgot about the HP-drain... same as the NF

SD, before this topic existed to me that was, was a modification that would fail you when you missed.
So in general, this translated to me: you got 1HP (that's where the low HP bar thing existed)... which of course means that 1 miss = game over (which was where the red tinted screen thing existed). And there was PF anyways...

Also, as you've typed that I suggested 3 2 items, in which included on some changes for SD, PF, and NF. This was a change (red tint and low HP) that might of affected both SD and PF. Although this was 3, now 1, thanks to baraatje123, and your corrections :).

Originally, this was to find a way to show that SD, PF, and NF were enabled, just like flashlight and that long list of mods that has its ways into showing it being enabled, ingame (without looking having to see its icon in the upper right corner). I thought that some red tint would of been able to show this. But if this ideas were to of have disadvantages upon "normal" playthrough, then... this topic can be invalid. :P
Bara-
Can you please remove the 'invalid' parts instead of striking them
It reads rather annoying (or at least for me)
Topic Starter
MegaApple_Pi

baraatje123 wrote:

Can you please remove the 'invalid' parts instead of striking them
It reads rather annoying (or at least for me)
Alright then... :P
Oinari-sama
I'd certainly avoid using SD/PF if the play field has to be modified. How does having a tint make current mod better?

I think of SD/PF as functions rather than status. Bomb disposal teams don't normally go on jobs with extremely bad health...
Topic Starter
MegaApple_Pi

Oinari-sama wrote:

I'd certainly avoid using SD/PF if the play field has to be modified. How does having a tint make current mod better?

I think of SD/PF as functions rather than status. Bomb disposal teams don't normally go on jobs with extremely bad health...
I thought that by adding a red tint to the playfield, when SD/PF is enabled...
SPOILER
(and by "red tint" I meant the one from the game over, sorry if this was unclear, I forgot to mention it anyways)
...it could have players be on the edge, as if they'd feel as if they'd miss, or something beyond these thoughts.

I do see SD/PF as functions because "one miss = game over". And SD/PF force you to do "perfect" or "100%" on the beatmap to pass.
Yet, this was where I see SD/PF as status, which is due to "one miss = game over" so from this "one miss = 1 HP". And that was where the "Red Tint" idea existed (as well as some other stupid ones) :P ... you only got 1 HP to pass the beatmap. 1 HP is low (of course) to be in the danger zone, where the playfield should/could be tinted red.
I know others have their own preferences/ways of playing. But I, truly, don't think SD/PF shows enough. Ah~ well, I might need to revise this later anyways... (:
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