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kors k feat. Yukacco - On The Beat (Akira Complex Remix)

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Topic Starter
Voxnola
Replies tomorrow, cause studious >~>

Yes, mb I realize that I was in the wrong with that last one lol. But I know that any experienced modder/mapper would understand that it is a ton more effective to state specific examples AND stay outside of the insult zone to make a point. Else, concerns come out as "The entire framework of your map is shit and you should feel bad for making it" (Which, he already pretty much said this weeks ago and that he was "done" with it, which is why it was a ton worse coming from him again). You'd be telling me to post 'valid reasons' for why "my map is shit." <-- And I see something wrong with that.

It's not about mapping being a happy thing. It's about raccoons stealing my lunch and attempting to drown me in a river of melted cheese while the whole raccoon family shouts "you_are_FINE" D:

Please excuse my immaturity and excuse me for taking the bait...
I do appreciate the look-see. ^-^
Anxient

Anxient 4 hours ago wrote:

Seeing that shiirn pulled a grenade at this maps me wanna check it. Placeholder so that I remember.
if you get upset easily by not so positive comments, dont open it.
you opened it. remember, no getting upset!

now this is my two cents so dont get offended which you will i hope not

but this map is, in my opinion, unbeliveably boring.
maybe its because theres too many sliders in this map. like man you really need to use more hitcircles.

before you say stuff like omg you only say that coz you cant play this map, which, newsflash! isnt a good or valid argument in any universe.

this isnt a bad map, ill give you that. the only real complaint i have is the beginning being extremely annoying, frustrating and outright annoying to play. did i say annoying twice?

04:56:059 (8) - and this isnt legal. its unrankable. go fix this, like what rocket mentioned.

i cant mod this btw, coz its a slidermap. meaning that changing really anything in this map is, in my opinion, extremely difficult. consider remapping some parts that has potential to be mapped with hitcircles to be mapped with hitcircles. such as this part 02:24:647 - . basically you have the kiais that are extremely slider heavy, so why not map the parts with vocals that isnt kiai with hiticircles, to balance them out?

and another thing, which is just my two cents about responding to shiirn, or any mapper in the future. no matter how rude the person is (which i agree that Shiirn needs to take a chill pill), is to not reply with a angry message. You and shiirn are in the guilty party. from what ive seen, you asked shiirn for his opinion, which happened to be absolute shit. i hope youre really aware that not everyone will like your map. now im really not very good at words. more like you should be thankful that someone took the time to look at your map (which is ridiculously hard to do nowdays).

tldr: just because someone doesnt like your map, no matter how famous/well known they may be, doesnt make your map suddenly unrankable.

ill leave now. good luck i guess.
I Must Decrease
"It's better to ignore maps you don't want ranked"

lmao why not rank everything then since atleast 1 person will want any map ranked so they should be allowed to enjoy it, even if every other player in the game says its bad.

Shiirn is simply promoting better quality in beatmaps. If you think his disapproval is attacking you you're incorrect.
Faust
Shiirn just concerned asshole.jk I love you.

I think this is pretty good in it's own right.
Topic Starter
Voxnola
Oh, no... More cheese drowning due to Shiirn's presence.
?????? What the hell? I've had enough cheese? I want my lunch back.


if you have much better things to do with your time, don't open it.
you opened it. remember, you're wasting your own time!
ty for mod Anxient, will consider ctrl A + del
I didn't ask for Shiirn's opinion in the first place. (Or yours for that matter)
Your whole post is pretty redundant. Without the redundancy, the whole thing reads: "I also don't like your map.... bye." lol Which is cool "i guess."
(Though, you don't realize how untrue your tldr is when that person causes a mess like this.) You're just adding to the mess for w/e reason.

It was directed specifically at Shiirn, Xexxar.
Your argument makes little sense though. BNs and mappers in general are likely to ignore your map if they don't want it ranked (assuming other BNs aren't trying to push it and you didn't just get super lucky). They won't say "I hope this never gets ranked. It's completely shit" and leave. Unless it's some sort of meme lol. You all act like I have 6 bns lined up for this lmao. You also act like everyone hates this map. Shiirn isn't promoting anything. He's demoting things he dislikes (in this case) from zero to a zero afflicted with Graviga. rip in pepperoni

"Hey, lets waste some space here because The Great Shiirn wasted some space here! That'll show 'em!" "Yeaaaaa!" "Maaan we're so cool for stating previously stated opinions yeaaaaa!" What even are you? Don't answer, please. This forum has AIDS shiiiiiiiiiittttt >~> and may never recover.
Anxient
im sorry for trying to give my feedback.

Naitoshi wrote:

ty for mod Anxient, will consider ctrl A + del
ay dont put words in my mouth. im only suggesting parts that couldve been mapped better.

Naitoshi wrote:

I didn't ask for Shiirn's opinion in the first place. (Or yours for that matter)
im sorry for voluntarily trying to help (which is something nearly no one does anymore, by the way

Naitoshi wrote:

(Though, you don't realize how untrue your tldr is when that person causes a mess like this.) You're just adding to the mess for w/e reason

please. if this was the case, tengaku wouldve never left Pending.

besides if you were a former qat shouldnt you know how to behave or something?
Natsu
I got mails from this map and I come expecting a reply to my mod, or to check how is the map modding process going on, and what I find is comments like the above one, could you guys post a mod explaining your concerns instead of talking about the mapper attitude or random X mapper posting here? thanks

@Naitoshi dont take the bait, just ignore the not constructive comments and move on with your map. Anyways I'd love a reply to my mod post.
Topic Starter
Voxnola
Natsu mod

Natsu wrote:

Hi from my queue

Complex:

  1. 00:08:411 (1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3,1,2,1,2,3,4,5,1,2,3) - under my personal opinion, I don't agree with this pattern, its true that you are adding NCs to make it more readable, but still is not really comfortable to play (for me), so I really suggest you to keep the spacing consistent for different gaps in the time line, this part will become more enjoyable to play. (yes I can SS current part, but doen't feel comfortable to play for me) There's so many conflicting statements about this though. Even if I changed the entire beginning to be ds-consistent, it would be just as readable, more robotic, and people would still complain about how "blue ticks are hell" and that the map is "unreadable" because "circles." Though, I feel people have pulled crap like this off and on a much larger difficulty scale lmao. As is, I enjoy how this plays and looks and the NCs definitely make it readable enough. As this pattern is the premise of most of the map, I feel if people don't find it interesting or completely hate it, then they'll just hate the entire map for the same reason that they hate this pattern anyway.
  2. 00:19:706 (1,2,1,2,3,4,5) - the way your comboing its placed there doesn't make sense with the song rhythm, also doesn't follow a pattern in the mapset, tbh I can't understand how your combos work, because they don't follow music melody or a certain pattern, but seems randomly placed to me, do you mind explaining them? Well you're wrong about the first parts. I NC every time there is a change in density there. So if you are about to switch from 1/1 to blue tick rhythms, there will be an NC. for example I'd say you are missing a NC in 01:25:970 (6) - according to your other ones 01:23:147 (1) - 01:20:323 (1) - etc 02:35:941 (1,3) - etc, anyways I see many cases where combos don't follow a pattern or the music. I guess I forgot that one NC. There is a definite pattern to the NCs though. Please give it a look. (Usually every second blue tick<-- Like half of a phrase) So I don't have to see numbers going to 12.
  3. 00:31:000 (1) - if I were you, I'd make two 3/4 sliders, so we can fit both strong sounds at 00:31:000 - and 00:31:353 - and fit the nice hold song in the music: I always thought about it while I was mapping it. But, I felt that not enough tension was released when I mapped it that way. (And the slider there has a sexy cursor-dance flow<3)
  4. 00:31:706 (1,2,3) - basically same spacing at different gapsm they are usually not intuitive to play, due t o obvious reasons, but seems you did build the map in that way, I'd not say ¨its bad¨, but personally I feel the spacing is not nicely done and as a player i feel myself not comfortable when playing certain similar patterns (I'm able to play the map properly). 00:43:794 (4,5,1) - 1 is even short spacing, despite having a bigger gap in the timeline I did decrease spacing between 1 and 2 a bit, but I'm certain if I mapped the spacing there while restraining the objects to ds that it'd feel a ton worse than it does now.
  5. 00:40:529 - clap sounds super bad and disturbing the song melody, maybe its an error? .... What?
  6. 00:52:882 (1,2,1,2,1,2,3) - this its pretty cool, even tho the last part being 3 objects its a bit inconsistent, maybe I'd add nc on 3, mainly because follow your pattern and the sound at 3 is fairly stronger than in 2, for example you did that on 02:45:823 (1,2,1,2,1,2,1) - oh oops
  7. 00:53:588 (1,1,1) - another pattern that is really uncomfortable for me are those slow slider and the big 1/4 jump, they break combos or make you hit 100 I absolutely love the fast-snap gameplay for these. Not something that can be played lethargically I guess...
  8. 02:23:235 (4) - shouldn't be at NC here cause of the sv change? tbh make sense with other parts were u did spam combos, because of sv changes. The reason that there is no change here is because the electronic noise remains constant throughout the phrase. I'd usually only change if there was a change in wub
  9. 03:28:882 (5) - add NC like you did at before parts? ok
  10. 03:45:117 (3) - mising nc like you did in the before part 01:52:176 (1) - ok
  11. 04:53:235 (8) - 04:56:059 (8) - 04:58:882 (10) - in first place this doesn't look as a slider, but as hitcircle, second you need to click this slider early in order to not break combo there, are you sure you want to piss off players after almost 5 mins of gameplay? usually in cases like this we do a simple rhythm who the fudge is "we"?, 1/8 This snap is so clunky to play and work with too... and 1/8 doesn't make any rhythmical sense in context and the feedback is pretty trash :/ would work as well and playability will win , you can add more sv as well, even tho I'd just change the snap
    If I'm going simpler, I'm going all the way. So it's been replaced by something simple. (single 1/4 slider)
hope this help you a bit, can't mod it in deep, because I don't know what will be your reply to this ^

Thank you so much for modding ^-^ annnnnnnd I again apologize for taking the bait. I guess a map like this is easy to try to alienate. I'm also sorry for the wait.



UPDATED
DeviousPanda
wow this map is so good
the difficulty spike at the end tho, rip fc
but playing this map is the best, great job naitoshi ;)
Cryptic
Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)

[The More Simple Than People Make It Sound Like Difficulty]
  1. For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
  2. 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion.
  3. 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
  4. 02:12:647 (1) - ^
  5. 02:18:294 (1) - ^
  6. Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me.
  7. 02:47:588 (1) - Am I crazy or is this slider not symmetrical...?
  8. The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it).
  9. 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO
  10. 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far.
  11. 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see

    Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Yunomi
don't know how "hard" it was 16 days ago, but looking at it now, looks completely fine.
Topic Starter
Voxnola
It wasn't hard, some people just completely loathe this type of mapping because it's different and they're unreceptive to different ways of song interpretation...

Replies later D: busy with school
Topic Starter
Voxnola
CrypticMech mod

CrypticMech wrote:

Saw someone complaining about this, decided to check it out myself. I like the song choice.
(Quick disclaimer: I'm going to do my best here, so please realize that I'm not trying to be mean or harsh or anything.)

[The More Simple Than People Make It Sound Like Difficulty]
  1. For the most part, this map is really easy to read with rhythmical sense, so I don't understand some of the complaints tbh.
  2. 01:16:176 (1) - Unlike the kicksliders in the early section, these are a bit harder to sightread. If this song has a non-repetitive structure with a changing bass-rhythm, the player would be completely screwed in this section because the rhythm isn't easy to sightread with the slider shapes the way they are. I honestly thing this section should be reworked a bit to make the rhythm a bit more blatant. It was fine in the earlier section because circles are more forgiving than kick sliders, but here its just brutal in my opinion. Kinda confused on what you mean, but the rhythm will always follow the wubs. It's the same with the earlier sections, but this time the background wubs have a change (compared to earlier) in rhythm. And I've never used circles for any of the chibi wubs. (I need something more specific >.>)
  3. 01:50:059 (1) - So why is this not 0.75? Following your SV pattern up until this point, the structure just kind of changes.
  4. 02:12:647 (1) - ^
  5. 02:18:294 (1) - ^ That's exactly the pattern though. (There was one more you missed) But some of them follow .50 for extra snap to the next object. It's like emphasizing something by de-emphasizing something before it
  6. Structure of SV is really important in a map like this (as I'm sure you know) so the weird SV patterns don't exactly sit right with me. I think all sv patterns are consistent with their copies elsewhere in the map
  7. 02:47:588 (1) - Am I crazy or is this slider not symmetrical...? No it isn't, but idk if I was going for symmetry. I was going for "I WANT CRAB HANDS HERE" I could try to make symmetrical. Maybe it will look better?
  8. The fourth "kiai section" has similar problems to the ones I pointed out in the second, but its a bit too late for me to mark them all again (because I accidentally hit backspace on this the first time and I'm retyping the main meat of it). There really are no problems with the sv changes. It's not all about the numbers. And even it it were about the numbers, the sv changes are consistent relative to the other objects within the kiais and the other kiais
  9. 03:42:294 (1,2,3,1,2,3) - Lower the DS a bit on these, they're really intimidating in game IMO ooooooooo I agree! done
  10. 03:54:294 (1,2) - I think these are quiet ugly tbh, maybe give 'em a face lift like a wave slider or something? I don't think I've seen one in this map thus far. There are so many unique sets of sliders in the kiais. This is just one of them. I'll keep the same until I can (stop being lazy) make a new unique set
  11. 05:01:000 (4,5) - Move a pixel or two up, not in a straight line atm from what I can see what? I think they are

    Sorry that the mod isn't longer, I originally had some critique on slider shapes/directions before I dun goofed, and if you found any of this helpful I can type it up again on another day.
Thanks so much for modding, CrypticMech ^-^ I do appreciate it (and I apologize for late)



(oop double post)
UPDATED
Ladies Night
[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.


Nice map, good luck with it!
Topic Starter
Voxnola

Harry wrote:

[Complex]
03:33:823 (1) - Maybe rotate this slider 70° in anti-clockwise to ease the gap in spacing from this slider at 03:32:764 (2) -
and at 03:34:617 - just a little suggestion with a slider and a note that makes this 03:34:882 (1) - a double, to fill in the music here.


Nice map, good luck with it!
Nah mayne, I like this how it is. Stacks are bae.
lit120
sorry for kept you waiting

[Complex]
  1. 03:32:764 (2) - hoooo.... you changed the SV here, but you didn't even NC it
  2. 03:35:588 (2) - ^ same for the rest of them that i haven't mentioned
nothing much. GL!
Topic Starter
Voxnola
It's ok if the ending result isn't 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1...
I'd rather not obey that kind of guideline... especially since this map barely obeys any kind of guidelines anyway. Super excessive color-spam is nasty.
anna apple
increase tickrate pls I failed bc hr on the slow part xd
Winnie
Haha another kors k map, damn how unoriginal. I hope this map never makes it out of the depths of hell you little legged white kid. Go back to flaming on Call of Duty
anna apple
kds or troll
Shoutoshi
hyol xd niconiconitoshi you fckin degenerate. learn to smell your own farts befsore mapping another shit kors k map. hope this map goes from ON THE BEAT to IN THE TRASH you mole toed little boi. Go back to buliding your Great of Wall China to stop the Ethiopian invasion, ok Donald Trump?
anna apple
GET READY FOR A SHITPOST BOIIIS

Complex

  1. 03:18:911 (6) - NC
  2. 04:49:353 (1) - I don't think it is necessary to NC this as it breaks the NCing you did for this section.

this map is god damn good as shit dude, hoyl fuck, but it could use some polishing up on patterns and such
Topic Starter
Voxnola





All rejected, fuck you
anna apple

Naitoshi wrote:

All rejected, fuck you
so when is it happening?
Side
Cuz I want kds Hi!!!

03:37:353 (1) - Move to x:210 y:148 cuz minor excuse and moves it a bit away from (2) so it doesn't look so cluttered.

Also bump OD to 7.5 maybe 8 :^(


I could nitpick more but maps fine tbh get it ranked or hoard favorites and get it loved thanks ;)
Topic Starter
Voxnola




FOR THE LOVE OF SHIT, WHY
HootOwlStar
They ask you how you are, and you just have to say you’re fine when you’re not really fine, but you just can’t get into it, because they would never understand.
Topic Starter
Voxnola
Okoratu
sorry to destroy your bn spree but im not a bn

but the map seems fine imo
Topic Starter
Voxnola
I'm just gonna shit my fuck Oko
UndeadCapulet
lets go
Monstrata
Complex

01:18:823 (6,1) - 01:21:647 (6,1) - Try and make the spacing between these transitions a bit different to indicate its a 1/4 gap between jumps instead of a 1/2 like 01:21:382 (5) - . A larger jump 01:24:470 (6,1) - like this is fine. As long as you can give some visual hint outside of NC'ing because that's not really reliable here.
01:35:235 (1,2,3,4,5,6,7) - Im not really a fan of how linear this stream becomes. Like, it kinda loses its flow and aesthetic from earlier. Try and make this S pattern more curved?
01:50:764 (1,2) - Not really liking how the curve of 2 doesn't really follow the visual flow from 1. Try stacking the slider with 01:50:059 (1) - 's head. Similar sound for similar location could work here.
01:52:529 (2,3) - The sounds here are different from 01:52:176 (1) - because they have beats on the red tick too. I think you could try something different like kicksliders or something instead of using the same shape.
02:15:117 (2,3) - ^ 03:45:470 (2,3) - etc... if you apply
02:34:529 (1,2,3) - Not a good idea to do overlaps here. You are changing to a really different SV and that causes the slider to appear like it's on a different snap initially. If you overlap, it becomes even harder for players to tell that these are actually the same snaps as 02:34:176 (2) -
02:57:823 (1,1) - Really easy to break here due to the slider-tick at the end of 1. Can you arrange it in a way where it the player can play through the whole slider? Right now it benefits the player not to play it out, but the slider-tick creates breaks if they do.
03:19:706 (1,2) - Doubles instead? The red tick is the weakest beat here. Doublets are more interesting in terms of rhythm choice, and this map is all about non-standard rhythm choices. Would prepare the player for the doubles you use just after too.
03:54:294 (1) - Huh... weird slider design but okay i guess xd
04:05:470 (3,1) - Unless you're expecting players to singletap those 1/3's, this jump is going to be really sudden for players xP. Can you make it less drastic? I feel its a really easy place to break.
04:16:176 (4) - No NC?

[]

Interesting song. Allows for some very unusual rhythms that you rarely ever see in ranked maps nowadays. I don't really have any major concerns about this map. Some 3/4 patterns like towards the intro and outro seem a bit hard to read initially, but I think because of the nature of the song, players will naturally be more careful and aware of their rhythm. Call me back when you're ready then! Also, if you have metadata, would you mind linking it in your reply, thanks!
Topic Starter
Voxnola
Monstrata mod

Monstrata wrote:

Complex

01:18:823 (6,1) - 01:21:647 (6,1) - Try and make the spacing between these transitions a bit different to indicate its a 1/4 gap between jumps instead of a 1/2 like 01:21:382 (5) - . A larger jump 01:24:470 (6,1) - like this is fine. As long as you can give some visual hint outside of NC'ing because that's not really reliable here. I changed the first one to make 6 closer to 1, but I feel the second one has enough left velocity to just flow into 1
01:35:235 (1,2,3,4,5,6,7) - Im not really a fan of how linear this stream becomes. Like, it kinda loses its flow and aesthetic from earlier. Try and make this S pattern more curved? I agree, that part of the stream deviates from its original premise. I change stream to be more curvy there

01:50:764 (1,2) - Not really liking how the curve of 2 doesn't really follow the visual flow from 1. Try stacking the slider with 01:50:059 (1) - 's head. Similar sound for similar location could work here. It was like this at first, but I changed it because I really like the cursor movements I can pull off from circle to slider. Something I couldn't pull off it was how it was originally
01:52:529 (2,3) - The sounds here are different from 01:52:176 (1) - because they have beats on the red tick too. I think you could try something different like kicksliders or something instead of using the same shape. I think the hitsounds and repeated motions are enough to emphasize the beats. I'd like to remain strictly 1/2 there
02:15:117 (2,3) - ^ 03:45:470 (2,3) - etc... if you apply
02:34:529 (1,2,3) - Not a good idea to do overlaps here. You are changing to a really different SV and that causes the slider to appear like it's on a different snap initially. If you overlap, it becomes even harder for players to tell that these are actually the same snaps as 02:34:176 (2) - I think this is a nice transition moment for the overall concept. The approach circles are close enough and the ar is high enough to where the player can read it just like the other transition 00:41:588 -
02:57:823 (1,1) - Really easy to break here due to the slider-tick at the end of 1. Can you arrange it in a way where it the player can play through the whole slider? Right now it benefits the player not to play it out, but the slider-tick creates breaks if they do. This is like the major complaint I've received from anyone about this map, unfortunately these sliders are a big part of the map's premise and there are much worse ones than this. It's something I can't really change because of the individual map's fundamentals >~> I really like the fast snapping and impact/hitsound slider flow though

03:19:706 (1,2) - Doubles instead? The red tick is the weakest beat here. Doublets are more interesting in terms of rhythm choice, and this map is all about non-standard rhythm choices. Would prepare the player for the doubles you use just after too. Hell yeah, edgy af
03:54:294 (1) - Huh... weird slider design but okay i guess xd Hell yeah
04:05:470 (3,1) - Unless you're expecting players to singletap those 1/3's, this jump is going to be really sudden for players xP. Can you make it less drastic? I feel its a really easy place to break. Yeah I understand the concerns here. This is probably the part that most will miss on, but I think players will do well on it if they alternate it tbh xd
04:16:176 (4) - No NC? Nah, we're still in wub mode. The other part wasn't nc'd either

[]

Interesting song. Allows for some very unusual rhythms that you rarely ever see in ranked maps nowadays. I don't really have any major concerns about this map. Some 3/4 patterns like towards the intro and outro seem a bit hard to read initially, but I think because of the nature of the song, players will naturally be more careful and aware of their rhythm. Call me back when you're ready then! Also, if you have metadata, would you mind linking it in your reply, thanks!
Thank you for modding Monstrata, I appreciate it!
important snapping changes pointed about by UC: 01:27:117 (1,2) - and 03:20:059 (1,2) - should be 1/8 , not 1/6 (confirm)
04:45:824 (3,4,5,6) - first instance had to be a circle, second had to be a slider, rhythm changed to this
03:26:059 - stream changed cause I was pretty sure it looked like fucking ass
03:57:264 (2) - Akira Complex what the FUCK
added two hitsounds (6th customs)

I think the best source of the meta data for the song is here http://korsk.jp/event/gathering2014/
The official name that they advertise just has the mix names on it. (Original Mix), (Akira Complex Remix), etc.
The name that others advertise it as is the current name. Which makes more sense.
http://shop.attackthemusic.com/track/on ... plex-remix

https://soundcloud.com/akira-complex/ko ... plex-remix
at least the soundcloud came through for the title.

UPDATED
Nao Tomori
fine
Shiirn
fwiw i think the map's way better now so yeah you do you
Monstrata
02:57:823 (1,1,1) - These could still be smaller. Right now you're sacrificing playability for the sake of some emphasis that will still be there even if they are arranged in a simpler manner.
03:03:470 (1,1,1) - This is already a lot better since theres a lot more slider leniency with which to make the jump:

Well, i guess technically you can release past 02:58:176 - and still get 300

Other than that, metadata looks fine,
_handholding
I want to mod this but I also don't want to die ><
Topic Starter
Voxnola
I've tested this many times to see if I just wasn't getting something, but I still came to the conclusion that that specific jump plays like the ones before it from the same section and the previous section. I guess my reasoning for why I will keep it in its general form is that if the player is playing that one like they did the others, they shouldn't break on it at all. I am very confident that it doesn't majorly effect the playability of the map at that specific point. Though I did put the objects closer to match the spacing between the objects from the last slider jumps because #justtinyconsistencythings.









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↓fuck this guy↓
anna apple
this is f*ne
UndeadCapulet
please die bor <3
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