gratz /runs
VINXIS wrote:
00:34:541 - 04:35:827 - 04:46:798 - 04:54:856 - 05:11:313 - 05:36:770 - 05:42:084 - 05:47:741 - 05:53:227 - y did u
wh
y
y
y
y All of these were on purpose and the most common reason is that I wanted to follow only specific sounds at that point and not include multiple "instruments" at once.
00:56:998 (3,1) - 00:59:741 (2,1) - these r awkward antijumps and the spacing's like asdfghjhjl because teh 1/4 slidersw ill be played like 1/2 circles anyway and u look at these gaps and theyre so awkwayrd for 1/1 and asdjkgsf-sukiNathan Theyre not that horrible although they could be better yes
00:59:141 - missed a thing + not as bad as the ones on top but y e a Also on purpose
01:04:370 (5) - 01:15:341 (6) - 02:44:998 (1) - 02:39:513 (1) - 02:43:970 (2) - 03:08:141 (1) - 03:59:913 (8) - 04:10:884 (8) - 05:13:627 (2) - 05:21:856 (3) - 05:24:598 (4) - 06:00:598 (4) - dued These sliders are mostly here because I'm used to using sliders at points like this while mapping dnb and I wanted to include that element from my mapping in these sliders.
01:10:370 (2) - 01:30:084 (5,6) - 02:49:970 (2) - 03:03:684 (5) - 03:14:656 (5) - 03:58:198 (4) - 04:00:941 (5) - 04:03:684 (3) - 04:09:170 (3) - 04:11:913 (5) - 04:43:456 (7) - 04:58:884 (7,1) - 06:21:170 (5) - 06:22:027 (3) - sliderends on s trong tick
01:12:084 (3,4,5,6,7) - this is prolyl fine cuz u might be mapping to that synth but idk if the second half of that quint is audible in the song that is lolz It's fine
04:00:941 (5,6,7) - 04:11:913 (5,6,7) - 06:13:970 (2,3,4,5) - whack spacing emphasis Maybe a bit jumpy but still play cool imo
04:27:170 (1,2,1,2,1,2) - wots the reason for the double ncs Okay the double ncs aren't completely necessary. Originally the idea was to change NCs whenever the spacing of the streams changed and here I changed the spacing of the streams on every other circle
06:07:027 (4,5) - 05:56:056 (4) - 05:57:427 (3,5) - 05:59:141 (5) - 06:07:027 (4) - 06:08:570 (5,7) - 06:11:484 (5) - 06:15:598 (4) - 06:16:113 (2) - 06:17:998 (4) - and basically all the triples/quints onward r overmap (06:16:713 (1,2,3,4) - isnt tho) For the last chorus I wanted to emphasize the drum and bass element that came along with it for change so that it plays a bit different like the other chorus' while also sounding different. I think this justifies the use of triplets and/or quints.
you can't, ask a GMT or QAT to move it after bubble or if you going to qualify just do it.Inyuschan wrote:
Hm... how do I move it to pending lol
what is this languageAsphyxia wrote:
nössöjä
käyttäisin vähän vähemmän spacingia tässäkin
hypyissä
xdddddddddddddd
Finnish, but certain characters are probably not supported on some devicestoybot wrote:
what is this languageAsphyxia wrote:
nössöjä
käyttäisin vähän vähemmän spacingia tässäkin
hypyissä
xdddddddddddddd
lol i knew that, i was just noting this beautiful unicodeBaraatje123 wrote:
Finnish, but certain characters are probably not supported on some devices
This. And what's up with all these overmapped streams?Kyubey wrote:
Hitsounds are inaudible.
Made the whole map 15% louder (not including the first 30seconds) and some parts 20% louder, mostly the wubwub sections.Quality Assurance Team wrote:
Excursion
Inaudible hitsounds
The hitsound volume you use are really hard to hear in almost parts of the song.
Examples: 00:41:056 (5,6,7) - 00:45:084 (3,4,5,6) - 01:23:056 (4,5,6,7,8) - 01:31:541 (2,3,4,5,6,7,8) - 01:52:884 (2,3,4,5
ProfessionalBox wrote:
13:47 ProfessionalBox: I swear to god if someone dares to tell me that the intro is inaudible
13:47 ProfessionalBox: I will personally slap them
same tbhSquigly wrote:
cant heer begin part lel i funni man > ,<
Thanks for your mod Charles!Charles445 wrote:
Cool stuff, but there's some things that need to be covered Ok lets hear what you have to say!
Offset seems to be something like 247. It's too late right now, it can be easily heard in the hitsounding. good point
01:03:856 (7,1,2) - This new combo-ing seems to have gotten a little mixed up. I think you should go through the set and make sure all the combos are where they should be. ok here I used the NC this way to make 01:03:941 (1,2,3,4) - appear as a curve, quite ridiculous way to approach comboing but hey aesthetics!
04:28:541 - New combo grouping is best done on white ticks. For this kind of stream section, I recommend this kind of grouping for maximum readability. https://osu.ppy.sh/ss/3607545 I can't open the picture anymore as the link has expired FeelsBadMan
05:36:598 (1) - Really short repeats like this are known to cause a very frustrating game bug! If the player doesn't click on the slider before the first repeat completes, it's an instant combo-break. So an object that you could normally hit a little earlier and a little later to complete, you must hit earlier than normal.
In this case, it's 22ms, which is really strict timing. The value you can expect to not mess many people up is over 40 ms. 1/8 is 43ms, so it'd be a good idea to use 1/8 for any 1/12 or 1/16 repeat cases. I was 2 years ahead of the rest with these. Truly innovative.
So for the fast slider portions, they could use some restructuring at parts.
02:05:056 - The secret to a successful neuronecia kinda thing is to make sure the strongest beats in the song are almost never skipped. Slider starts and circles are important for most or all of the strong beats.
For example, 02:05:056 - to 02:18:256 - only misses three potentially strong beats. They are at 02:07:284 - and 02:15:513 - and 02:18:256 - .
The three that are missed are the second strongest beats (the strongest beats are never skipped and are always clicks!).
So, overall, this section feels pretty good, but could be better. Overall I was just following the wub sounds to their fullest, even if that meant skipping over "strong beats". Thats the way I still approach wub sliders :p
Now the next section runs into bigger problems. I'll call the strongest beat #1, and second strongest beat #2.
02:27:856 - #2 is partially missed here due to it being a sliderend. It feels weird to be clicking on the weaker beat, and ending on the stronger beat. agree
02:28:713 - #1 missed due to sliderend. #1 should always be sliderstarts or circles! agree
02:31:970 - #2 sliderend yeah this is awkward
02:33:084 - #2 missed Following the wub sound here
02:39:684 - #1 missed, this is a major issue. These are the most important beats in the music. This isn't nearly as bad as the ones you mentioned earlier but I can see where you're coming from
02:39:941 - #2 sliderend kickslider is imo the best way to map this so the current way is good
02:44:056 - #2 missed Following wub
02:45:170 - #1 missed, major agree
02:45:427 - #2 sliderend kickslider best here
05:13:798 - #2 missed I'd like to argue that you can follow this one with either mapping the kick or the way I did here to pick up the wub sound better
05:24:770 - #2 missed ^
The reason these are so important is, the player wants to be clicking on the strong beats. If they pass over strong beats on a slider, it can disorient them.
If all the examples I pointed out are changed into sliderstarts or circles, you'll notice an immediate difference in how the map feels. Agreed on many of these but not all. There were a few really bad ones that could be improved so I'll keep that in mind!
So that's my thoughts on this. I think with a couple re-works in the fast slider parts, some fixed repeats, and a little more work on the new combos, you'll end up with something really kick-ass.