I can agree with that monstrata, but it also is difficult for me to blindly nerf a jump just because some people (who for the most part the difficulty is not intended for) don't agree with them. Ultimately like I said, if I am told that something is bad because of a definite explanation (for example the point I made in my post early about how the second half of the jump section builds too quickly) I will take and try to apply what they say. However if someone simply says "this jump is too big and fails to explain why they disagree, or I just don't agree with their reasoning I won't apply it.
I'm not unable to accept change in this difficulty, but I want that reason to be more than one or several people's personal opinion.
I'm not unable to accept change in this difficulty, but I want that reason to be more than one or several people's personal opinion.
Rhythmically the song has a much more constant and present 1/2 during those slow parts so thats why they're included. The Kiai features less 1/2 circles because there are more note gaps in the music (which is why I bridge those gaps using sliders) until the final half of the kiai. Just because you click more doesnt mean a section is more intense than another. Especially with this lower bpm there is alot less strain for the 1/2 circles. I guess I could change the anti jumps, even though I find them to be extremely appropriate because they serve as a way to disconnect the jump parts from eachother (much like how the vocals are seperated from eachother)dqs01733 wrote:
lol!
Seems like most complaints about this map is that the calmer parts has very high intensity which blends with the later parts that are actually intense. And most reason that with the high spacing used. While i do agree with that partly, i believe that the main contributor to a map's intensity is the timeline object density.
00:14:663 (1,2,3,4,5,6,7,8,1,2) - this for example, 10 circles in a row? what do you have to justify for all those beats being clickable? Okay let's go with your "im follow both vocals and percussion" argument(which i find pretty garbage). 00:14:663 (1) - 00:15:377 (5) - What is it about these that you need to put pressure on them by making them a circle instead of a sliderend?
00:25:020 (2,3,4,5,6,7,1,2,3,4,5,6) - 12 circles nice.
00:42:163 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,1,2,3) - good job
Like if I'd turn off the music I'd definitely think the three sections between 00:13:234 - 00:18:948 - ; 00:24:663 - 00:30:377 - ; and 00:36:091 - 00:46:984 - were waaayyyyy more intense than the first half of the kiai, which I can't see in any way possible(but this is subjective right?)
Like during the first half of the kiai before the jumpfest starts, youve mixed in sliders really nicely. The longest jump pattern you have in that section is this 00:56:984 (5,6,7,1,2,3,4,5,6,7) - and that one's nice because there is actually a drum pattern going off there. Just the way it is mapped and the difficulty settings od9 *cough* makes me believe this whole thing is just designed for cookiezi/hvick to hddt fc for 750+ pp!! new world record guys!