Implemented, thank you!ayygurl wrote:
Hey doge, after checking the BPM, I'm pretty sure it is 230.515, test it by yourself if you want. And the offset should be 35'360 !
-ayygurl
Implemented, thank you!ayygurl wrote:
Hey doge, after checking the BPM, I'm pretty sure it is 230.515, test it by yourself if you want. And the offset should be 35'360 !
-ayygurl
Midnaait wrote:
Uh, better timing?
1. Offset: 70ms BPM: 114,75
2. Offset: 34.303ms BPM: 115,25
3. Offset: 35.342ms BPM: 230,50
Stay determined!
@cHelli, I will take a look over the basic rules and see what I missed, otherwise, I've added more red timing points before the song, provided by Midnaait, which I finally got around to using. Thanks guys!cHelli wrote:
One basic rule:Notes should be put after the first red line in any case (maybe you can find it in wiki )it's an unrankable problem, you should fix it ...
I guess you should study the basic rank rules before start mapping, or your map is just unplayable....
anyway, good luck~
You can't realize how hard are they by only watch the diff names.Ranking Criteria wrote:
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.
Thank you for your input, I've put the difficulty names in parentheses. I'm not sure if this flies as rankable, but we'll see.Nerova Riuz GX wrote:
Things
Personally implemented, and will be added to the beatmap at the earliest opportunity. Thanks!Flying Pan wrote:
in CtB, AR have to be equal with OD. and HP 7 is too high. recommended setup for Candlestorm's Platter is:taiko GD comes later
- CS: 3.7 ~ 4
- AR: 8
- OD: 8
- HP: 5
For the general things, I was testing an sb and I didn't really like it either, got around to removing it now. As for the diff names, I may need to discuss them with a BN. For now they are the default names, excluding the hardest difficulties.koliron wrote:
things
Thank you, Candlestorm will do this when he sees it.Absolute Zero wrote:
Things
FCL wrote:
things
Thank you!Flying Pan wrote:
more things
yesssssssssssssssFlying Pan wrote:
Muzu is ready
http://puu.sh/lK2jb/62d55b480e.rar
oh yehFlying Pan wrote:
ah yeah pls put my name in the tag
Thank you! I will contact you for a re-mod when I have completed these changes.Electoz wrote:
things of all manner
I'm not sure about this one, my current BPM sounds fine, but give me an offset and i'll test it.ayygurl wrote:
Yo, me again, maybe the BPM is 229,70. I didn't re-checked for the offset.
Okay, thank youCandlestorm wrote:
CrimsonDarling, it's possible that you have an older version of the beatmap. Try deleting the version you have and re-downloading it from this forum's first post.
You could help out if you let me know what these notes are, you'd even get some kudosu which you could shoot at this map if you wanted.Firemolten wrote:
Really nice someone is working on a nice undertale song. Some of the sliders/circles don't sync in with the strong beats and misses the feeling the song gives out. So keep working on that and i hope this gets released.
Thank you, I'll let candlestorm put in these changes.Pew wrote:
modding
Changes made! Thank you for your input!Pew wrote:
from ausu!ctb modding queuePlatter00:52:278 (3,4,1) - You can widden this set to have a better flow and design in general
00:58:004 (2) - Move this a bit to the left so it goes onto the next not easier
00:59:306 (4,5) - This can be moved to the left side to make the jumps harder, since it feels like the difficulty here is a bit too easy for a platter
01:06:334 (2,3,4) - This is quite difficult due to the sudden movement between it i suggest changing the patter to something like http://puu.sh/mq0uc/5f3e0ef14a.jpg So the movement would be more fluid
01:07:635 (1) - This could be a reverse slider rather, so you can put in a hitsound to match with the music
01:14:142 (3) - Could CTRL+G for better flow and distinction between the music
01:18:307 (3) - ^, also because the jump to the next note is a bit too hard
01:26:636 (5) - CTRL+G i think because the anti flow slider here doesn't really suit for this part
01:35:746 (1,2) - The Hyperdash jumps
02:06:980 (8) - Areas like this with hitsounds on the slider ticks isn't recommended since hitsounds are suppose to represent strong beats, i recommending to change the sliders to single notes to fit with this hitsounds, (I asked a BN and its rankable but not recommended) (There's several instances which is from Third kiai,Fourth kiai, and near the end of the map)
02:06:721 (7) - Move this further to the right to increase difficulty, since its too easy
02:08:282 (9,10,1,2,3) - Should arrange this to be much easier, it a bit difficult right now
02:16:741 (2,3,4,5) - Decrease the gap, the spike difficulty around here doesn't fit the music imo
02:25:461 (3) - This slider could have more horizontal movement
02:40:818 (4) - CTRL + G suits better for flow
03:08:018 (7) - Move this to the left
Not bad for your one of your first mods! I'm working on your suggestions now.Zaven wrote:
thingamajiggers, nice ones.[/spoilerbox]