-0.35 sounded a little better to me
tell me how -0.2 goes o:
tell me how -0.2 goes o:
okay, just trying to mod the perfectionCharles445 wrote:
Mods welcomed
yay modsbbj0920 wrote:
epilepsy warning maybe, 'game over' part is a bit too flashy Letters at that part are picking a fade between 0.15 and 0.55, shouldn't be bright enough to cause problemsCharles445 wrote:
Mods welcomed
00:27:305 - every piano on 2/1 from 00:21:871 - to 00:26:015 - is hitobjects and not here? Yeah this part was a little difficult to plan, an object on the piano would work but the spinner would have to start shortly after. No matter where the spinner started it wouldn't fit with the fade-in to white. So instead I opted to leave out the object and just have the spinner take the entire segment to fit the fade-in sound. 05:10:682 - was almost a spinner because of it, lol
00:50:512 (2,3) - ctrl+g I guess, when you put 3/4 slider + circle in this part you made distance following the emphasis of the song. But the distance here is narrower than 00:42:037 (1,2) - while the melody after 3/4 slider is higher-pitched here. I'm relying 100% on the angle change to work, 1 to 2 is pretty weak regardless though, but I think 2,3 4,5 and 6,7 being strong will make up for it. Good catch by the way, that's what's going on here. The most direct parallel is 00:39:326 (1,2) - where the 2 is a significant distance away from the 1. I kinda ran out of room later LMAO
02:07:292 (8,9) - definitely has a hi-hat on blue ticks. how about like this? imo gives good expression of the music too Yeah that hihat is at all four points in the map, 01:45:597 - and then the ones in the later kiai. It's skipped to make sure those strong drum beats aren't swamped by a weaker slider. (8) in these situations could absolutely be a 1/4 slider though, since it's still dominantly focusing on the hi-hat, but I felt the movement was too weird doing that, lol. The weird movement being uh, a 1/2 pause into a 1/4 slider stream jump. I think the only times those happen are during these gimmicky parts 01:47:292 (1,2,1,2,1) - (oh and 02:43:732 (7,8,1) - I forgot about that one)
03:26:275 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I love you. NOW That's what I call E D G Y <3
aaaaa it didn't workshARPII wrote:
Just a really quick thoughtNothing more to say on the rhythm for me otherwise, it's pretty solid. I'm not that good for checking positioning and flow in general but it was really enjoyable to play so I think we're reaching the final state of the map soon =3
- You started mapping 04:21:189 (1) - by following the melody, I wasn't expecting having 04:22:037 (2) - at all or at least, using a new combo on it? If you remove the circle, I guess you should remove the NC here 04:22:206 (1) - and put it on 04:22:545 (1) - )
ThanksSecretpipe wrote:
I was curious about 01:56:783 (1) - since there's a bass sound at 01:56:953 - and it had to be emphasized by a circle but that must be me I guess..
Same about 02:18:478 (1) -
Also you skipped an important kick at 06:38:139 - and 06:39:495 - and 06:40:851 - etc.. , I'd strongly recommand you to fix that!
Other than that , you did a really good job! Gl for rankin' that!
1pc test play (change to AR10Charles445 wrote:
Mods welcomed
Thanks for the modSnowNiNo_ wrote:
1pc test play (change to AR10 nice
00:34:749 (5) - im wonder why dont make a slow-speed slider that end at 00:35:258 - or 00:35:342 - , i think a slow-speed slider fit perfect with the music LOL. and 00:45:597 (5) - the same That would work,, but I want the pause there to be as abrupt as possible to fit how undertale handles its name drops.
01:24:749 (2) - the reverse slider doesnt fit here, you can try this, i think it's better here There's no kick where there would normally be one, so it's stuffed into a slider-end this time around. It also prevents 1/1 distance to circles in this slow part (easier to acc).
01:36:444 (1) - maybe the slider end 01:36:953 - here? The sound is echoing on 1/1 here, so it's where the slider end goes, much like the part before it. For example, 01:32:885 (3) - is an echo for the sliderend.
01:37:122 (1) - end 01:37:631 - here? Same echo
04:35:766 (4) - NC here instead of 04:36:444 (1) - ? That would be a visual improvement, but I'm keeping combos consistent here for hp drain / readability reasons.
awesome storyboard and awesome map XD
i like it a lot <3
btw if you got time can you also check out my map, i want to rank my map before the new ranking system, and now im finding for BN or QAT OWO
thanks in advance There's no way the listed system change is actually going to happen, I wouldn't worry about it.
sukiNathan wrote:
Just some minor thoughts from testplaying, couldn't find anything elseWell the map is pretty much perfect, just call me back whenever you want an icon
- 05:53:563 (4,5) - This spacing seemed awkwardly small considering the speed of the movement from 05:53:224 (3,4) Oh snap
- 07:06:614 (4,5,6) - The lack of direction change in this wide angle felt random, especially after the sharp movements from 07:05:766 (1,2,3,4) I think this one is going to be alright.
- 03:30:342 - I misread this since the circles abruptly disappeared after holding the majority of my focus over many repeats
this is the only alternative I can think of that doesn't completely screw up the patternA lot of people do... but it's a gamble I have to take for this part to work well... lol03:30:681 (2,3,4)- 02:47:461 (4,5,6,7,8) - You've already told me the reasoning behind this stream shape, but if you can find a way to change it to a normal curve I recommend doing so. It's literally the only uneven stream shape in the midst of a structured dnb map afaerhjtehnkjakdlf It's the good kind of inconsistent IMO... at least that's what I said when I refused to change the slider in dragons, lololol
is this like a thing^^^Okoratu wrote:
I can't hear most of the hitsounds even if i set music volume to 60% and leave hitsounds where they are.
The beginning and some other places feels weird to me due to audio feedback being really really similar to the actual audio
this is a placeholder
Thanks for the mod, messed with the tagsOkoratu wrote:
03:30:342 - tbh this gimmick confused me the first 4 times i tried it, like i expected to somehow continue clicking where the circles went...
the only way i see this being adressed would be taking 03:30:681 (2,4,2,4) - and move them with a crtlg where the next circles would have been.
i have no idea if you want to do that, prolly not but i think it'd be more intuitive to comprehend on sightreads Yeah like I said in the nathan response I'm taking this risk
03:38:138 (4,1) - slightly bothered of these touching but i guess otherwise this whole thing feels like shit Yep the overlap is to try and hint at it being a slider stream jump.
04:03:901 (1,2) - don't really get why these have to be that long holds like if im not mistaken everything else in the section is shorter by a lot so yeah idk Transition, instrument in the music is getting more intense... mostly for the transition.
04:06:274 (2,4) - due to autostacking this might look a bit odd lol Yeah, fortunately it worked out well, autostack is hit or miss and I think it works here
04:18:478 (3,4,5,6,7) - i don't understand streamspacing on this, like every other thing is bigger why like the next 2 are .75x and after that it's like .7x mainly cuz too lazy to type a 5 manually each time so uhhh why .5x Oh at this speed it really doesn't change much at all, sometimes I'd want travel distance to be less but to have the same overall feeling... so like subtle changes in distance can get you where you want without changing the feel.
did u run out of ideas of what to do or why do you show credits twice im confused Only a few people will understand what's happening at that point. Possibly no one... I would like people to figure it out, although it is only solvable to specific people...
05:27:292 (1,3) - and some others have slightly fucked stacking but i guess that's ignorable stacking is ok when automatic does an ok job and I think it does an oko job uhuhuhuhuhuhuhhuhuhuhuh
05:54:580 (3) - why like why suddenly put the instrument you followed the whole section long on the sliderend T R A N S I T I O N B O Y S
06:37:461 (1,2) - if you follow melody only this should be 1/1 like the slider that follows, otherwise 3 shouldnt be 1/1 tbh (nvmthewholesectionsibuiltaroundthatfuck) ye whole section since in the original song it's really important thematically and I'll be damned if I have to map that weird kick so I put a loud ass hitsound and made the storyboard do the bass like it needs to etc etc pretentiousness etc
07:09:326 (5,8) - stacking ingame looks ultra weird it's fine usually i want to stab automatic stacker but it's ok
technically the dm and pocket and dokuro are like duplicating in tags but i suppose it is to keep them readable and understandable as a whole
since every reading of undertale is canon you could fuck the source up according to the weird caps in this song title but i guess this will just cause hate so better not lol
tag "and" if you keep a drum 'n' base tag
can tag Bergentrueckung since not many ppl have umlauts and Bergentruckung is just plain DUMB (as a german im triggered) ok oko
LFJ HYPEjonathanlfj wrote:
well then lets enjoy this while we can
No Display epilepsy warning?Time- wrote:
Cool SB Awesome map WOW
So awesome it makes me cry
It's not flashing lights intensive.ThoomyyxD wrote:
No Display epilepsy warning?
heart_hr.png has a dimension of 960x960 which is too large for a non-scrolling image. (Well, it's too large for any image).Ranking Criteria wrote:
Storyboard images must be at a reasonable filesize and dimension for their usage. For most uses (e.g. full-screen images), the maximum is 1366x768 pixels. For widescreen storyboards 854x480 is preferred as it matches the internal resolution of the SB editor. For 4:3 aspect ratio images 640x480 is preferred.
The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
is this like a thing^^^Okoratu wrote:
Okoratu wrote:
I can't hear most of the hitsounds even if i set music volume to 60% and leave hitsounds where they are.
The beginning and some other places feels weird to me due to audio feedback being really really similar to the actual audio
this is a placeholder