Soft-hitwhistle? use http://puu.sh/tB1CQ/15c6ba5822.wav
This part isn't unpassable by any means, it's just really fucking ass to play.MEGAtive wrote:
Okay thanks for checking, DixonMaxus wrote:
Am i the last? well..
04:19:688 - all those SV at 230-235 BPM section though.. even if you try to mimic the gimmick from the other game, you can't deny that this is practically unpassable for audience player that you try to cater-in here unless they really seriously memorize all the SV in editor which is really absurd to begin with, added to the other facts that the SV occurs in unstabilaze state where it is really hard to predict the moment it appears with all those dense chord pattern, I'm really sure the current SVs will be "Forced" by other players to be changed if I let this one pass through..
My Personal recommendation would be to change all 0,26 SV in 230BPM to 0,65 Which equals to 149,5 BPM rounded to 150 BPM, and change 0,25 SV in 235 BPM to 0,64 SV which equals to 150,4 BPM , rounded to 150 BPM too. it's more reasonable to play compared with current SV. I might forget some stuffs, you can try to re-arrange it though. First thing first, this isn't that "unpassable". I can pass this particular part instead of the other chordy and bursty thing. Second, Players aren't needed to memorize SVs here. Instead they should pay more attention on which note's density is weird (A.K.A. it looks like a 1/4 Triple Chordjack but it isn't). Three, Changing those SV to the 0,75 counterpart of that section is rather bringing the awkward level high enough for players. Or just me IDK. They're expecting something slow but 0.75x aren't doing it correctly. Putting it at 0.5x counterpart of it are kinda messed up since it's not slow enough for people to expect and it'll just render the players surprised by the appearance of the SV. I get to use the 0.25x because it's slow enough to mimic Stop gimmick and it actually giving you some sign on when'll the SV starts. That's why I said the Density is the key on conquering this SV. If your sole complain in this part is because the map renders you failed and that only section, I can just nerf the HP there and buff the OD or just leave it as it's.
TL;DR: I already playtest that SV with your suggestion back then and it's way harder than now. If your only complain is "I can't pass this particular map because of its god forsaken SV" I can just nerf the HP.[/notice]
The map is really great tbh.. but i still want you to at least really consider my very last point of mod about the sv though..
theres a question on whether or not you actually think the difficulty goes up linearly OR it fucking explodes like an exponential function on steroids past a certain defined pointMEGAtive wrote:
The first 4m is a normal play and then it got absurdly hard. Yea I got your point here. But it's the way I want this chart to be. It's incrementally harder each time passed. First this chart introduces the easy pattern. And then it introduces a faster pattern with runs and minijacks. Then at some point I put something intense to play for me yea. Don't judge me I'm still not that adept in playing at the first kiai. It marks as the first climax of the song. Then it gave you a rest time h3h3 how convenient it is. And then the intensity keep increasing and increasing until the end, it plays casually as before.
sorry~ you're not lucky
Try Again
Modded kudos pls kthxbyeVerniy_Chan wrote:
Gratz Mega for qualified
but.. i think this map could have a little more improvementHere{'s} my mod/me run sorry~ you're not lucky
Try Again
I know this is a joke, but this chart can definitely still be improved.Verniy_Chan wrote:
Gratz Mega for qualified
but.. i think this map could be a little more improvementHere my mod/me run sorry~ you're not lucky
Try Again