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TwoThirds - Bring it Back

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Topic Starter
RyoKazuka

Electoz wrote:

Exote wrote:

we discussed some stuff on the Normal diff before with this hottie
Gonna denied this kudosu for now, it's a common manner to post your chatlog as a proof that you have modded the map so yeah I'll give you back once you do that.

[General]

  1. 00:48:445 - Is it intentional for starting the break here? If yes then please explain why.
[Easy]

  1. 00:12:583 (1,2) - You can use the same slider shape here since you already did so at 00:01:549 (1,2) - 00:07:066 (1,2) - etc i prefer the original shape where it flows up and then down to the next 4/1 slider
  2. 01:43:618 (5,6) - DS
[Normal]

  1. 00:34:652 (1) - Would end a slider here 00:35:169 instead since it sounds stronger there. I mainly focus on the sax here and ending the slider to the place that you suggested would create and awkward sound at the end of the slider, I prefer the slider to have a 2/1 length
  2. 01:07:066 - When I modded your map last time I suggest ending a spinner here and then start mapping on 01:07:756 since it's the beginning of a new section, if you decided not to apply this then I would like to hear your reasoning. reason was in Easy at th prev mod and after knowing that Normal requires 2/1 of rest time after spinner, ill fix this
  3. 02:25:342 (2,3) - The stack looks random tbh considering you didn't do this anywhere else in this section.I introduced the stacks during the kiai section and the pattern here plays similar as the pattern 02:19:480 (1,2,3) - only using a different kind of shape to interpret the section as i prefer my map to have more variety but still plays the same
[Hard]

  1. 00:00:170 - Isn't the beginning part supposed to have 0.80 SV like 01:57:411 ? I think I already mentioned this before but I just want to make sure this time.
[Insane]

  1. 01:23:963 (3,4,1) - The wide angle combined with large spacings plays really uncomfortable, strongly recommend to use less spacing on this or narrow the angle. Something like 01:12:928 (3,4,1) - plays a lot better. wide angles are easier to play compare to sharp ones as the flow towards the next object is always constant and doesnt change compare to sharp jumps where player needs to change speed depends on the spacing, while wide angle symmetry gives the opportunity for players to just jump and flow at ease towards the next object since the spacings between 01:24:135 (4) - are the same
  2. 02:09:135 (4,5) - Spacing could be increased a bit imo, at least it should be 1.6 DS or bigger, otherwise it would look really inconsistent with 01:58:101 (4,5) - 02:03:618 (4,5) .
I'll consider whether I'll nominate this after hearing your reply/reasoning behind these suggestions, call me once you're done.
i accidentally gave kds pls deny sorz

i had a headache but mostly fix except the blue comments
thanks for modding
Izzywing
wide angles are easier to play compare to sharp ones as the flow towards the next object is always constant and doesnt change compare to sharp jumps where player needs to change speed depends on the spacing, while wide angle symmetry gives the opportunity for players to just jump and flow at ease towards the next object since the spacings between 01:24:135 (4) - are the same
FWIW I disagree with this, sharp angles are generally easier to play than wide ones, because when you snap from one note to another, in a sharp angle that force used to slow your movement down to hit the note can also be applied when moving to the next note. With a wider angle, you have to use a force to slow the cursor down and then another to speed it up again to hit the next note. Pishi talks about it in one of his flow videos if you wan't a more in depth explanation.

EDIT - I think the ones pointed out are fine.
Topic Starter
RyoKazuka

Hobbes2 wrote:

wide angles are easier to play compare to sharp ones as the flow towards the next object is always constant and doesnt change compare to sharp jumps where player needs to change speed depends on the spacing, while wide angle symmetry gives the opportunity for players to just jump and flow at ease towards the next object since the spacings between 01:24:135 (4) - are the same
FWIW I disagree with this, sharp angles are generally easier to play than wide ones, because when you snap from one note to another, in a sharp angle that force used to slow your movement down to hit the note can also be applied when moving to the next note. With a wider angle, you have to use a force to slow the cursor down and then another to speed it up again to hit the next note. Pishi talks about it in one of his flow videos if you wan't a more in depth explanation.
https://www.youtube.com/watch?v=0uGeZzyobSY i took a look on charles' instead

A Mo stated that the linear flow is a bit uncomfortable due to the constant momentum needed to move from one circle to another
when the cursor is going to hit a circle, its acceleration is the opposite way from the previous movements

imo i think the spacing + bpm matters in such song where I found using this method would still be valid based on my mapping experience on mapping symmetrical patterns where the cursor would move in such manner and makes it comfortable if you maintain the momentum. (or it might just be my play style)
I do have to agree that wide angles can play awful but it also depends, not all wide angles play bad.
and I did such patterns many times in my prev maps that i didnt post here officially and all of em played well based on the momentum created + speed of cursor
Manysi
Those wide angle jumps are commonly used patterns in symmetrycal maps. They tend to play well for some reason and i think thats the case with this map too.
Cheesecake
why isnt it ranked yet
Topic Starter
RyoKazuka


idk o)--(

ill check some qs after this

Electoz
and I thought you're gonna call me back lol, just poke me again if you decided to go for a bubble
Topic Starter
RyoKazuka
i feel terrible
Electoz
Rechecked and everything seems fine, metadata:
https://soundcloud.com/lewismd/twothird ... t-back-out (Artist's soundcloud account)
https://www.youtube.com/watch?v=RfzGd9W9sUI (Monstercat release)
Bubbled!
Cheesecake
all me baby
Topic Starter
RyoKazuka
o boi
Sonnyc
Easy.
00:05:687 (4,5) - The song is quite similar with 00:11:204 (4,5) - 00:16:721 (4,5) but the rhythm you've expressed is quite different. Since the song hasn't changed so much, this difference felt like an inconsistency rather than a variation. I'd recommend changing the rhythm of 00:11:204 (4,5) - 00:16:721 (4,5) to what you've done at 00:05:687 (4,5) so the strong sound at 00:22:238 (4,5) could get a proper emphasis.
00:44:652 - 01:50:859 - Since there is a strong sound unlike 00:43:273 - 00:41:893 - you can consider adding a note here.

Normal.
01:18:445 (5) - 02:23:273 (3) - Consider replacing this to a circle since the rhythm density around here felt too high without a 1/1 interval inside.
02:01:204 - Clap.

Hard.
00:43:963 (4) - Comparing the slider shape with 00:42:928 (1,2,3), this was slightly different while the music didn't drastically change. Rearranging the sliders so that (4) doesn't feel too off is recommended. Rotating each sliders might work here imo.

Insane.
00:59:049 (4,1) - This 1/2 being the same spacing with 3/4 rhythms in this section was quite tough to read the rhythms properly. Still you've managed to keep a consistency for 1/2s by using the symmetry logic. Since this was the only 1/2 that had a broken consistency, I require you a symmetry for this.
02:13:963 (1) - Since there is a sv decrease, I think you can make the shape more abnormal as you've done at 01:29:825 (1) to create some consistent concept.
02:23:618 (1,2,3) - The sudden jump towards (3) felt inconsistent considering your placement selection for similar music parts of 02:18:101 (1,2,3,4) - 02:29:135 (1,2,3). I recommend a consistent spacing.

Call me back after applying the mod.
Topic Starter
RyoKazuka

Sonnyc wrote:

Easy.
00:05:687 (4,5) - The song is quite similar with 00:11:204 (4,5) - 00:16:721 (4,5) but the rhythm you've expressed is quite different. Since the song hasn't changed so much, this difference felt like an inconsistency rather than a variation. I'd recommend changing the rhythm of 00:11:204 (4,5) - 00:16:721 (4,5) to what you've done at 00:05:687 (4,5) so the strong sound at 00:22:238 (4,5) could get a proper emphasis.
00:44:652 - 01:50:859 - Since there is a strong sound unlike 00:43:273 - 00:41:893 - you can consider adding a note here. I mainly follow the sax here and if I were to add a note 00:44:652 here, it'll confuse the players since I didnt follow the drums from here 00:40:169.

Normal.
01:18:445 (5) - 02:23:273 (3) - Consider replacing this to a circle since the rhythm density around here felt too high without a 1/1 interval inside.
02:01:204 - Clap.

Hard.
00:43:963 (4) - Comparing the slider shape with 00:42:928 (1,2,3), this was slightly different while the music didn't drastically change. Rearranging the sliders so that (4) doesn't feel too off is recommended. Rotating each sliders might work here imo.

Insane.
00:59:049 (4,1) - This 1/2 being the same spacing with 3/4 rhythms in this section was quite tough to read the rhythms properly. Still you've managed to keep a consistency for 1/2s by using the symmetry logic. Since this was the only 1/2 that had a broken consistency, I require you a symmetry for this. didnt make a symmetry but I did make the shape similar
02:13:963 (1) - Since there is a sv decrease, I think you can make the shape more abnormal as you've done at 01:29:825 (1) to create some consistent concept.
02:23:618 (1,2,3) - The sudden jump towards (3) felt inconsistent considering your placement selection for similar music parts of 02:18:101 (1,2,3,4) - 02:29:135 (1,2,3). I recommend a consistent spacing.

Call me back after applying the mod.
Thanks for the sudden mod
Sonnyc
Nominated.
Topic Starter
RyoKazuka
<5
Cheesecake
go ryo!!
Exote
yes now let's fuck bby gratzzzzzz
Famous
Oh my god, you did it! Congratz Ryo~ <3
Topic Starter
RyoKazuka


thanks guys

special mention to bengtee for still playing this over the year


_DT3
Oh damn, gratz Ryo!
Secretpipe
♥♥
xiyangOvO
congratulations!
its finally ranked :)
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