My bad Shiirn, I didn't notice KwaN's post when I skimmed through the threads.
I don't see any changes on puxtu's diffs. Are you sure it was updated?
I don't see any changes on puxtu's diffs. Are you sure it was updated?
ty_Gezo_ wrote:
[weffoni and weffmuzu]
01:14:820 (4,5,6) -
01:17:792 (29,30,31) -
01:20:765 (58,59,60) -
i don't hear any 1/3 in the song, please change to 1/4 :C There is 1/3. It's slightly less audible because of vocals, you can hear it 00:18:350 - here though.
[specifically weffmuzu]
00:34:325 - this lack of note felt a bit empty, add a d like you did in oni, not killing by a lot the calmness of the song knowing you you will say "nu" anyways cuz DUN KIL MAPRE SPIRTI i mean weff weff'd
nu kd
but how else will i get cuddles if not from the forgiving earth?puxtu wrote:
general reminder to stop digging your own grave
HappyRocket88 wrote:
I wonder how these difficulty gaps work now because if this gets ranked as is... o.o
With all my respect to your opinion I can't agree here. As one of high-level mappers you should understand if one difficulty level seems boring to you it doesn't mean that it will be boring to the appropriate level player base, also gap here is not minor, not on aim level not on rhythm intense.Shiirn wrote:
I'm of the opinion that minor difficulty gaps are not a big issue, especially on a track like this which has rhythmical issues that disallow usage of simple "lots of 1/1" to "lots of 1/2" transitions from normal to Hard. Star rating itself is also a shitty metric for any music that isn't strictly structured.
But if someone wants to make a boring 2.8* diff that's basically Hard minus the triples and actually-following-the-rhythm 1/3 and 3/4, go ahead. I'm not putting my own name on it, because I feel it'd be fairly worthless.
To summarize as eloquently as possible:Sieg wrote:
With all my respect to your opinion I can't agree here. As one of high-level mappers you should understand if one difficulty level seems boring to you it doesn't mean that it will be boring to the appropriate level player base, also gap here is not minor, not on aim level not on rhythm intense.Shiirn wrote:
I'm of the opinion that minor difficulty gaps are not a big issue, especially on a track like this which has rhythmical issues that disallow usage of simple "lots of 1/1" to "lots of 1/2" transitions from normal to Hard. Star rating itself is also a shitty metric for any music that isn't strictly structured.
But if someone wants to make a boring 2.8* diff that's basically Hard minus the triples and actually-following-the-rhythm 1/3 and 3/4, go ahead. I'm not putting my own name on it, because I feel it'd be fairly worthless.
You should have renamed them properly, if that was the case.Bara- wrote:
I had no problem with the spread, seeing as Normal acts like an advanced diff, and Hard as a "Really Light Insane"
Right, I've got some free time and decided to look closely on what Normal can bring to the players and if there is any room to improvements. So what I catch after some playtests and review in editor.Shiirn wrote:
Mika's Normal provides changes in distance snap you normally don't see in a Normal. They play fine and fit the music quite well, but this is a point in its favor of being "harder than usual". As well, the density of clicks is capped out at around 1/2, but there are several points where there are 3/4 sliders onto a circle that encourage new players to use their second keys.
Sieg wrote:
Right, I've got some free time and decided to look closely on what Normal can bring to the players and if there is any room to improvements. So what I catch after some playtests and review in editor.
provides changes in distance snap (c) - Yes. This is not what usually in current meta but can work really well for a beatmap spread and new techniques introduce if preformed well.
But I can't really tell that they plays fine (this is personal feeling ofc!), also I'm not really able to understand logic behind some of them, hopefully creator can clarify this a bit.
00:07:576 (3,1) - 2/1 pause from the weak point 00:08:319 () (vocal end, slider end) to the really strong point 00:09:062 () (hard beat, downbeat, finish, object start) emphasized with compressed spacing? I have no idea what you're trying to say by "Emphasized". The stanza resets and the spacing is largely irrelevant. Having lower spacing doesn't particurally do anything, even at a Normal playlevel a 2/1 pause at 160bpm is long enough to where the exact spacing doesn't matter.
00:12:220 (1) - really strange spot to the spinner start, either misplaced and should start on more relevant to music 00:12:034 () or hit-object is missing on 00:12:034 () I don't really think this matters but it's something that can be changed.
00:20:207 (1,1) - another compressed spacing on strong beat, right, consistent with the 1st one but still this kind of emphasize would work more authentic with extended spacing not compressed.
00:21:693 (3,1) - ^ These are both minor stanza resets. they largely do nothing except reset the musical pattern.
00:23:551 (4,1) - and now you have pretty much the same case but with highly extended spacing. THIS PARTICULAR STANZA RESET, HOWEVER, RESETS THE ENTIRE CHORUS TO START OVER AGAIN. thus it is much more powerful, and should be mapped accordingly. And it is. The distance between 4 and 1 isn't altogether that large considering slider leniency either.
00:24:666 (1,2) - now see, extended spacing on weak beat, it also belongs to 00:24:666 (1,2) - part in music so I don't see any reflection in music to make extended spacing - stack 00:25:223 (2,1) - pattern here. Because this is the second iteration of the chorus, the rhythms are already in mind for even Normal players. The spacing is, again, largely irrelevant.