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Important: For anyone who participates on this beatmap set, please keep out of this conversation for now because I want to get a second opinion from outside modders!
I have some doubts in general before I really decide to icon this and would like to know what you think:
Important: For anyone who participates on this beatmap set, please keep out of this conversation for now because I want to get a second opinion from outside modders!
I have some doubts in general before I really decide to icon this and would like to know what you think:
- AR/OD7,5 for Overdose. I am aware that this is supposed to be a troll difficulty but personally I think for every Overdose out there AR7,5 is too low. What do you think?
- In both Platters the use of 1/3 Hypers is relatively common. In the main mapper's Platter I find hypers as 00:18:895 (4,5) - , 00:24:751 (2,3) - relatively forced.
- In MBomb's Platter I dislike the Hyper at 00:05:962 (9,1) - a lot. The current way the spacing plays it is pretty rough in its feeling. Something similar applies to Hypers as 00:17:675 (4,1) - , 00:23:531 (4,1) - , and alike.
- Do you see any more troubles within the set to move it forward to a qualify? Please let me know!
BoberOfDarkness wrote:
About platter mapped by set owner, I agree with you Sey, both hypers feel forced but for me it is made by distance between objects and vertical shape of slider on which players land after hyper dash.
I would say that changing the shape of slider to something like ) can fix the problem. Also reducing distance by some grids is good idea too.
MB's platter:
This diff was made to fill the difficulty gap between rain and platter made by Ascendance so it should be harder. You want to see both difficulty level because they have same diffname?
00:05:962 (9,1) - I think that this hyper is totally fine since it is last note of the pattern. Moreover next note (00:06:450 (2) -) is very close to (1) so it doesn't cause any difficulty spikes.
MB's overdose:
I cannot imagine this diff with higher AR than 8. It is very specific map but it doesn't mean that it can't be ranked. Only one difficulty to playing this map is low AR reading skills. I think on CTB maps players should learn how to play hard low AR maps since the auto-converts are too random for learning. Some AR7 VERY hard maps for example of random auto-converts https://osu.ppy.sh/b/29844 and https://osu.ppy.sh/b/49206.
Thanks in advance for your participation on the discussion.Tyrell wrote:
- First: Why is this Overdose AR 7.5? Most overdoses, if not all of them, are AR 9 or higher. I understand your argument is "Players should be able to read ar7 if they can play Overdose level maps" but this doesn't excuse the fact that it plays awkwardly and doesn't create a fun map. The low AR for the patterns mean you have to be super careful and awkwardly work your way through some patterns that would normally be okay at higher AR. I understand you want new innovative maps and such but this is not the best way to go about it. Please change this to AR9 so this can be a proper Overdose. Just because there is no rule that states "Higher diffs should have higher AR" doesn't mean you should abuse this. Think of the community and not just yourself when mapping.
- Second: The hypers on the original platter can be changed to play better. 00:19:261 (5) - I think the Hyper here is too much and the distance should be nerfed. It is way too sudden in comparison to the rest of the maps dashes. Just reduce the hyper here and it's fine. 00:25:117 (3) - same goes here. Although I think nerfing it is the way to go, these can easily work as normal dashes instead and the map still be fine. They're not need in the platter diffs.
- Third: 00:05:962 (9,1) - I personally think the hyper here is fine, but I do disagree with the hypers such as 00:06:816 (3,4) - these are long and stretched and they feel very forced which plays awkwardly. I think these should just be dashes tbh.