Great map :3
Must be ranked :3
Must be ranked :3
fixed all, thanks! https://0paste.tk/7728.txtOkoratu wrote:
[toybot]
03:02:234 - onward why is this blue and inverted i don't understand like all the color haxing past this point is fucked - rip
ok then bye
sukiNathan wrote:
I haven't forgotten btw =w=
[RLC's Extra]
- 01:31:035 (1) - Surprised you didn't use 2 2/1 sliders here, 01:32:234 - should really be emphasized done
Reditum wrote:
haha you know what I should do I should make a map with like 20 diffs for a 4:13 song im sure everyone will love that you know how the kids love their long songs these days
FOUR SEASONS BAR AND GRILL:
00:10:034 (5) - NC like there's so much blank space like help a bro out ya did
00:21:434 (1) - Susan don't smother my face like that (aka this overlap really sucks please do not do that) the overlap is fully intentional and I love it so ya keepin' it
01:16:034 (2) - Same thing with the blank space
01:18:434 (2) - mother she lives so far how will I make it to grandma's on time
01:20:834 (3) - ^ (and rather than artificially making my mod longer, I'll just say assume this for any other instance of this.) didn't do NCs here since it'd ruin how I managed the combos here
02:33:734 (2) - Considering this is the first jump in a LONG time, I'd suggest making it slightly easier to achieve. Even though this is the start of a kiai section, it seems kind of jerky, and the next note is kind of in my peripheral vision rather than my immediate vision, so I'm just like "ugggh" hmm, will consider this more. the map is overall pretty hard, and a jump out of the blue from those high spaced streams aren't exactly an issue, especially because that slider is blanketed with the stream nicely
Thanks for not making the streams garbage
accept my FB friend request pls RLC:
Even if I have nothing to say like tbh these hitsounds are amazing good job on that. I'm a sucker for good hitsounds.
01:35:835 (1,2) - To not screw up the flow, a slider may be good here. Otherwise it's just like "uhhh wow ok i sure hope I don't need any momentum to hit another long stream hmm, it'd make this section more inconsistent so I'd rather not
02:07:035 (1) - Ok so it actually does sound kinda cool but like i'm contractually obligated to say "please change this to something more creative" but it's interesting!
Hard:
00:09:284 - its in these lonely times that I realize just how truly fucked up my life is you didnt see anything
Everything else is chillin.
good job not making shitty maps
Not exactly sure what you mean? The thing is, I already reduced some of the jumps' spacing because they were dominating the map overall (according to the feedback I got from players), so that would ruin it again so I'd rather not for nowgervin51 wrote:
Maybe you can add a bit more on the jumps. The start will be jumping while the next is streaming. I recommend using hexagons or octagons.
Thanks for the mods, guys! Appreciate it~Okoratu wrote:
[Easy]
uhh would consider muting the sliderslide in both samplesets used because the long sliders can become kind of annoying to listen to?
00:47:834 (1) - 01:08:234 (1) - after seeing the krfawy dq i don't know if you qat people won't conclude that this slider can be confusing for beginners because it partly overlaps itself etc etc
01:52:634 (1,1) - these 2 overlapping doesn't look that nice and can be easily avoided so uhhm
02:51:134 - does this miss hitsounds? it kinda sounds like it does fixed everything else except slider mute thingies, imo fine
[akaphyxia]
01:46:484 (2,3) - 01:48:884 (2,3) - these were meh because they are the only direct stacks in this whole diff and due to the ar being so low most people could get the idea to press both keys if they can't read it so uhh would unstack or something okay
02:49:634 (4,5,1,2,3,4,1) - 02:49:634 (4,5,1) - can easily throw you off while playing and then 02:51:134 (2) - is also a bit ugh because sliderend is so much stronger than its head http://puu.sh/iQfAR/ef27b51dd3.jpg would work better imo I feel like the current rhythm compliments the music better, and it doesn't leave the 2/1 (?) gap there like in your suggestions, to the constant 1/1 and 1/2 rhythm feels more natural
[Hard]
00:11:084 (2,3) - jump into stack was kind of sudden and you don't really do that stuff much in the rest of the diff so would consider nerfing this one nerfed a tad
00:52:634 (1) - even though it's blue and stuff about half of it is also hidden under that one slider and can be a bit confusing, would at least consider something custom made like 00:18:434 (3,3) - ran a couple of tests and it was fine imo, since the hitburst leaves just before the actual slider appears
01:36:584 (2,3,4) - 01:41:384 (2,3,4) - i think a triplet is a bit too intense for this part and has potential to ruin a bit of the atmosphere here, but maybe that's just me would feel too empty without it though, so keeping 'em for now :c
[RLC Insane]
uhh break things are inconsistent with your extra because you mapped the part after the first kiai in here but didn't in extra (just mentioning this because p/4307653) k fixed
01:04:634 (1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,6,1) - (long link yes) i think this part is contrary to 02:28:634 (1,2,3,1,2,1,2,3,4,5,1,2,1,2,1,2,1,2,3,4) - , which is the same thing but leading into a kiai using a lot of circles making it easier for insane players to actually notelock on, especially on stacks like 01:05:234 (1,2,3,1,2,3) - which have a lot of spacing afterwards, could be unpleasant for the actual target audience most of this diff is mapped for. might take that into consideration at least hmm okay, I added few sliders to the first one to balance things out properly
02:35:084 (5) - should the bigger spacing not be from 5->6 instead of 4->5 ? that would highlight 6 better feel like this is fine playability-wise
02:36:884 (5,1) - same thing happens to a few other places as well i think, would be a waste of time to go over your diff for you pointing out the same thing a lot and then you disagree with the first mention for reasons, so if you think it's worth doing or should be done, then do it yourself to the places you think should have it ^
03:40:484 (1,1,1) - it could be a bit confusing to read these if they stack perfectly, or that's just me, at least i found these surprising because of that considering the level of this Insane, having some complex patterns here and there doesn't hurt imo
[RLC Apex OD 8.5 AR 9.2]
due to tickrate 2 the 1/3 sliders used in 01:16:034 (1) - might have wrongly snapped sliderticks (p/4314004 reference that this could be issue) so using tickrate 1 for it might be safer besides your other diff also uses that tickrate, idk fixed
01:40:260 (11) - isn't this offsync if you put a whistle on it while music is 2/3 stuff? i mean its minor but theoretically the whistles don't fit 100% fixed
02:35:235 (5,6) - are whistles on ends intentional, they sound additive instead of just being there (o well pretty sure they're intentional, but i still think this would sound a bit better without spamming whistlesso much) yeah they sound good to me so keeping them
[]
ehh sorry for cutting rlc's diff so short but it's barely on the level i can play right now because my stamina is complete garbage
also the gray bg just goes to complete darkness before the mp3 actually ends, might wanna fix this for cinema mod reasons - and it's so minor
lol
ok then bye
Thanks!przepson wrote:
Great map :3
Must be ranked :3
Wee, thanks so much sukiNathan! <3sukiNathan wrote:
blue cheese burrito
just got rid of a spinner in easy and normal that lacked recovery time
monstrata wrote:
[ktg's Extreme]
- 02:42:734 (1,2) - Wow this kills so much momentum :C you sure about this??? - yes, I heard no complaints and the combo colours indicate the slowdown plus once you know, its not as bad
Thank for modding!monstrata wrote:
[Frey's Extra]
- 01:08:909 (4,6) - These are really difficult to land without releasing off the 1/8 sliders too early and getting 100's xPP.
not really, I can fc this part, just think them two double clicks.- 02:28:034 (1) - This NC doesn't seem necessary imo. Beat doesn't pick up until 02:28:334 -
well, I was told to NC with the Storyboard. So it make more sense if you play it with sb on
Thanks! Should be fully updated now!monstrata wrote:
[Four Dimensions][RLC's Extra]
- 01:07:784 (2,3) - Swap these two in timeline? Would flow a bit better going into 1 imo. Sure!
- 01:09:509 (1) - Is there a reason for ending the spinner here? Ending on 01:09:509 (1) - sounds better imo since there's actually a sound you can hitsound the spinner's end to. Hmm, sure
- 01:46:484 (1,2,3,4) - Spacing is quite misleading with this pattern. both 1/2's and 1/1's using basically the same spacing. One possible solution is NC'ing 01:46:934 (3) - Talked in-game about this. Anyone who is capable of playing such a difficulty, they should be able to read that rhythm change due to the fast AR
- 01:47:234 (4) - This should be 1/3. Fixed
- 01:50:234 (1,2,3) - Same here, but at least there is less overlap. ^
- 02:13:859 (12,13,14,15,16,1) - Last part of this stream kinda lacks any shape. Meh, just pointing it out in case~ Talked about this as well, it's just a copied ver. of the previous thingy
- 02:46:259 (12,13,14) - This is seriously too sharp ;c. I liked what you did with 02:41:984 (3,4,5) - a lot better lol. You don't use something this 180 degree change anywhere else in your map . Ah talked about this one as well. I looked how ppl handle those bends, and most of the ppl who can play this can do it fine imo
[RLC's Insane]
- 04:08:384 (1) - Only thing I want to point out is the spinner begins on a red tick while on every other diff besides Easy/Normal the spinner is on 04:08:309 - . Maybe you want to change that for consistency? idk. Fix
[Hard]
- 01:47:434 (4,5) - Can you double-check snapping here for me? Checked and should be okay; slider starts on the melody, and ends on the strong, main beat
- 02:51:284 (1,2,3) - Larger jump from 2>3 would make more sense with the pitch increase. Blankets tho
- 04:08:384 (1) - Same as RLC's Extra if you wanna start the spinner earlier on blue tick. Yup fixed
[Akaphyxia's Normal]
- HP 6 is a jump from Normal. I think 5 would be better, considering toybot's Insane is also HP 6.
- OD 7 is too high imo... I think 6 would function a lot better and provide better balance between Normal's OD4 and toybot's Insane's OD 7.
- 01:09:509 (1,1) - If you changed something with the spinner in Four Dimensions, be sure to fix it here too. Fixed everything
[Easy]
- Some parts are quite dense in Kiai time like say 02:46:034 (2,3,4,5,6,7,1) - . I think AR 5.5 would be better on this diff. Sure!
hype hype hype
- May want to move the AR to 3.5. Done
Nice found, fixed!Haruru wrote:
03:34:334 (4) - missing hitsound?