Other's applied.[ A v a l o n ] wrote:
Quick check
[Hades Wrath]
- 01:15:720 (75720|2) - delete this for more balanced pattern Rearranged
- 04:19:688 - SV owo H3h3
Thanks Balon~ H3h3
Other's applied.[ A v a l o n ] wrote:
Quick check
[Hades Wrath]
- 01:15:720 (75720|2) - delete this for more balanced pattern Rearranged
- 04:19:688 - SV owo H3h3
Okay thanks for checking, DixonMaxus wrote:
Am i the last? well..
- [General]
- For the metadata, are you really sure there isn't any source for the metadata? This is a remix of song called Blackhole-Pluto which have the source of "DanceDanceRevolution SuperNOVA2" , so yeah, you probably have to add that as the source. Remix song still need to add the source of the original song it came from. This is a remix of a song that appeared in a game, yes. But this song itself isn't. So Source should be empty. Instead they should be added to Tags, Yea
- [Hades Wrath]
- 00:58:695 - you can probably add another note for that beat sound there. That bass right? Well the rhythm for that bass sound in this part is rather random so I'd avoid doing that in the Intro.
- 01:16:845 (76845|3) - no need for this note since the emphasis really weak to begin with. The emphasis yea but the Instruments quantity nop
- 01:30:720 (90720|1,90795|2) - tbh this would flow better if you simply Ctrl+H this instead of smooth chordstream here, since it will mimic the flow at 01:33:045 - , similar to how you mimic 02:47:445 - and 02:49:845 - Applied
- 01:35:520 (95520|0,95595|1) - personally, Ctrl+H this makes this play and flow better. Applied.
- 01:44:445 - don't see why this is quad. don't see it anywhere in this map. Oops, overemphasized
- 01:46:170 (106170|2,106320|1) - Switch column here will make this more balance to play. Ok
- 02:33:045 (153045|0) - move this to col.2 makes the jack easier to execute due to 02:32:670 (152670|0,152820|0) - makes it tough to hit the chordjack at col.1 properly. Rearranged
- 02:53:145 - quite underwhelming tbh since the finish and drum quite hectic here.. make this triple? quite sure the finish sound is the same as 02:53:295 - , maybe it's also the reason you intentionally single at 02:53:070 - . Added. Also the reason for that particular part is Single is to render this one and the one at the end of the map is different.
- 02:57:945 - same as above. Yea pmuch same reason too.
- 03:13:857 - Tbh quite underwhelming since the strong Rising sound here only get mapped single by single LN here, and the part where you started makes a bit "complicated LN" , it literally ignores all the kick which you makes the jumptrill later, i would make something like this instead : http://puu.sh/twnyq/c7e29a9456.png Rearranged. TBH the reason why I put the LN there and ignored the kicks there is because I want to create a transitionable pattern that can adapt with the atmosphere of the song.
- 03:32:276 (212276|3,212554|3,212828|3,213101|3) - personally since this is a change of instrument pace compared with other single you mapped before, i would change this to 1/2 LN. U mean 1/4? Fixed.
- 03:36:416 - ehh this one makes unnecessary spike and overall need absurd control to actually not miss it due to all that stack while all the notes lean on the left side like that, not to mention it's already have unbalanced start to hit the burst and triple chords at 03:35:863 (215863|0,215863|1,216001|0,216001|1,216174|1,216209|0,216278|0,216278|1) - . Ctrl+H 03:36:554 (216554|1,216693|1,216831|1,216969|2,217038|1,217107|2,217246|2,217384|1) - will solve it as you neutralize the dominancy at 03:35:725 (215725|0,215863|1,215863|0,216001|1,216001|0,216174|1,216209|0,216278|1,216278|0) - Nice one there
- 03:39:250 - quite odd that this one got ignored when it's really audible. Lmao added. IDK why didn't I catch it.
- 03:49:412 - since this burst is stand out its own compared to the 3 burst before because of the PR (and being the last burst here), try switch column between 03:49:412 (229412|3,229446|2) - to accent the differences. Nice one
- 04:56:821 (296821|2,296844|3,296867|2) - Frankly speaking, these three are almost unhearable, and it's awkward while you are ignoring more audible burst at 04:56:751 - 04:56:774 - 04:57:031 - 04:57:054 - when you are supposed to continued it. it would be more intuitively to mapped the more audible one while ignore the inaudible burst that occurs in the middle, like this: http://puu.sh/twjbf/b323e1526b.png (starting at 04:56:657 - ) Try to play it in 100% playrate instead of 25%. If you're using 100% to listen on that particular part, you can hear that my way of patterning is accurate while in 25% it kinds of awkward. While your kind of patterning is accurate in 25%, and kinda awkward in 100%. Note that we're playing on 100% rate. Human's ear aren't really designed to listen on something supersonic instead they recreated the impulses on which they deemed correct. And in this section, the burst sound at 04:56:797 - are being kicked again by the sound of the drum which render those burst to become more audible than 04:56:727 - 04:57:008 . (Sorry bringing something scientific here lol)
- 05:01:844 - add another note since this is still the same sound with 05:01:564 (301564|0,301564|3,301634|2,301634|1,301704|0,301704|3,301774|1,301774|2) - Added
[Separate the 230-235 BPM SV thingy since i try to explain it]
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.
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..
-SoraGami- wrote:
hi mega, cool map here owo
testplayed it a while ago but idk, i have some concerns about the sv (which maxus also did pointed out)
so before this map gets push forward... i think i'll give my personal opinion about it...
i just want to help so pls be easy on me ;w;
from this point 04:19:688 onwards... the SV here for example: 04:21:219 - is not readable, it is hard to predict when you will hit the note... as you can see in the editor, it has a 1/1 interval... but when you play it, it looks like almost 1/4, by this, players will get confused, they will suspect that it is a 1/4 interval and will play it that way, and with that, they will surely miss... unless they memorize it ;w;
even though you planned to make something that was the same feeling like the one in the IIDX, i think it is better to make it more something better ones to be more enjoyable to play
i suggest, instead going for a slowjam, you can try this:
04:21:219 - 0.61
04:21:414 - 1.653
04:21:479 - 0.87
so... for example we used 1/4 snap divisor, so we have 4 lines (dont know what to call it xD) then we have:
(0.7*3)+(1.9*1)/4=1.00
but since the bpm change, so the normalized sv is 0.87, so if you multiply it to 0.7 and 1.3 you can get 0.61 and 1.653
with that, players can visualize how long the interval between those notes, it will be much more easier to predict...
what do you think?
Album never got into the source though.. it usually goes into the tags.MEGAtive wrote:
That's pretty misleading.... It would really make players recognize this song is from DDRSN2 even though the fact says it's from Diverse System's cancelled album
Anyway, changed that
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