i pointed out a few examples of the keysounds creating discordance with the song in my mod awhile back, but it seems they were never fixed
Lasse wrote:
that was not my point
yes the volume of the samples is fine, but the way you achieved the volume is not as they ended up with horrible clipping
if you can't notice it yourself ingame, try listening to the keysound samples on their own
@Lasse & Okorin : ✔fixed i didnt notice with my past headset. changed audio files for hs thanks for advice c:Okorin wrote:
To add my opinion on the key or whatever sounds I think this map would benefit from less volume on these things because the clipping is quite frankly, insane lol.
Kroytz wrote:
Are these keysounds considered inaudible hitsounds? :thinking: :thinking: //summon Irreversible
Also, a small incomplete list of incorrect keysounds:
00:09:950 (1) - low F✔fixed
00:10:270 (2) - middle C✔fixed
00:11:233 (1) - slider-end is middle C✔fixed
00:12:911 (1) - low G✔fixed
00:13:225 (2) - middle C✔fixed
00:13:540 (3) - idk what this is but it isn't what you used lol i think is D#
00:16:056 (4) - better just to make as chord. I don't think this note is correct either on its own, though.✔Fixed I put a too high note at the chord, now should be fine. so i fixed it to C
00:17:961 (2) - low A#✔fixed
00:29:748 (3) - repeat is on low F, end is on low A#repeat is already low F, but maybe the problem was the volume should be fine now
00:35:688 (1) - A#✔fixed
00:39:155 (3) - this is chord D,F,B. Simplified as B.✔fixed
00:39:472 (1) - higher B,D,F chord. Simplified as B too, but would sound miles better if both were chorded. ✔fixed
00:45:755 (1) - A# ✔fixed
01:37:881 (3,1,2,1,2,3,4,5,6,7,8) - Half of this isn't correct ✔fixed
02:09:295 (1,2,3,4,1,2,3,4) - ouch this isn't remotely close.... starting from high to low it's: A, G, G#, D#, D, C, A#, A, G, F#, D#, C, A#, A, G, F#, D#, D, C, A#, A, G, F#, D# (total 24 beats on 1/12 [I think it's 1/12?]).✔fixed. i used only A
D#
A#
F#
A#
F#
D
A
D# for head sounds
02:26:886 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - Super duper wrong because you hit 02:27:358 (3) - as one key lower than it should be (needs to be F) throwing off the rest of the arpeggio >>; this part was taken from the sheet I used for reference and it works nice for me, also natsu told me he loves that part, I guess is just from person to person
Sorry, but I'm gonna stop here because the more I listen to the keysounds, the more wrong I find in them. Not just the intro part but also the chorus, and so many other places... It's not good Natsu :/
I should also mention these samples are badly clipped as two other people have pointed out. And for those who disable custom hitsounds, there are a TON of wonky hitsounding because of how you chose to go about hitsounding. Especially on the quiet parts with keysounded claps over whistles which is a bit confusing when the pianos are identically emphasized.
Edit: gonna tag along with Shiirn's point here and say that keysounding this particular song wasn't a good idea at the core because there are 3 unique types of instruments being played at the same time. There are much better ways to hitsound it using Drum samples mixed with Softs whistles/claps or Normals mixed with Drums, etc. There aren't many exciting things to be done when this song is keysounded, it just plays flat and repetitive.
thanks for mod!Kroytz wrote:
Harmonizing with the pianos is an "ok" decision at best, but definitely not the strongest. It's also unclear to see which keys are even being harmonized (if that was Euny's intention or if it was as one would say, a "happy little accident").
Couple of examples:
03:51:953 (1) - Incorrect key and harmonically off.✔fixed
03:48:183 (1,2,1) - Why use a high E three times when the song is shifting it's pitch down? It can't be harmonically correct nor are the keys correct so yea...✔fixed
03:48:812 (1,2,3,4) - This could be seen as harmonizing, but why would you do that when it's easily discernible to follow 1:1? Because it was for fitting the pattern, is decoration yes, but that's also a valid way of hitsounding it fit the map pattern and also the music
03:52:031 (4) - Missed sound I followed the main ones there, I don't think it have a bad effect or add something here, I really prefer how it sounds without it
03:53:524 (1,2,3,4,1,2,3,4) - You can't harmonize a piano slide, so it has to be 1:1 but this isn't followed 1:1. It's the same as 02:09:295 (1,2,3,4,1,2,3,4) - which you got right in copying over but it's not sounded correctly. If you try to simplify a 24 beat slide with only 16 beats (you used 13 for this btw), it's gonna sound ugly.. Also note that it'll sound ugly if you try to imitate all 24 beats because of how close in time the sounds are. You'd need a separate set of keys that play and end quicker so they don't overlap (1/4 already overlaps poorly so imagine 1/12 lol). ✔fixed already said about that in your past mod
So in the end, I'd have to disagree with the notion that these were meant to be harmonizing with the song because a lot of these "harmonizing keys" aren't actually harmonizing and the rest of those "harmonizing keys" aren't sounded correctly. Tagging along with Shiirn once more, the piano in this song isn't the main instrument that needs accompaniment through hitsounding since the piano in this song is meant to accompany the main instruments which are the drums/synth/violin. The piano acts as the harmony to those instruments so there's no need to harmonize the harmony because why lol that's so counter intuitive xD
oh seems you didn't checked this map after your mod, it changed alot and we changed the hitsounding, since when you modded it the hitsounds was WIPLow wrote:
i pointed out a few examples of the keysounds creating discordance with the song in my mod awhile back, but it seems they were never fixed
fixed from Kroytz mod. thanks for advice ^^Asahina Momoko wrote:
yes, but some of keysounds like 00:39:155 (3,1) - are obviously executed in the wrong way and end up as discordance tho (A# and B don't provide harmony here).
It's just a different way of interpret the song, those extended sliders are the soul of my maps as the jump streams without them the map is really normal :lShiro wrote:
Focusing only on Deity diff. I'll follow up on what I've said over IRC, and try to add in as many suggestions as I can for things that I think can be improved or polished. Some of it might go directly into personal mapping style, so if you don't like the suggest, feel free to reject it, but at least give it a shot before denying.I've said as much as I remembered to, I still don't like the map because most of the movement feels very forced, especially when you try so hard to reuse the same lines all the time etc and I can't get behind the keysounding (I hate it), but it's definitely improved since the first version I saw. If there were two things I'd say you have to fix, that would be the extended sliders that I pointed out in the box, and the spacing in the buildup sections. These are the two biggest flaws imo.
- 00:42:647 (1) - This is EXTREMELY unnatural. Extended sliders that are longer than 3/4 (ie 7/4 or similar) or equivalent in 1/8 here play very awkwardly because of how long they last. This should end on the blue tick before (still be silenced) to avoid the unncessary spike that it creates with the jump into
- 00:44:177 (2) - (notice that the flow between those two is awkward) and to avoid the very uncomfortable end to this slider, especially since it isn't repeated on 00:44:177 (2) - . fixed
- 00:42:647 (1,2) - this blanket is by the way not perfect but I doubt anyone would ever notice it fixed
00:36:320 (4,1) - This one is VERY off and it's very obvious fixed- 00:46:545 (5,1) - This is extremely bad flow, which doesn't make sense in this context because every time this rhythm appeared before, you had very straightforward flow. No, the introduction of drums does not justify this change - the change should be in the spacing, not in the pattern's direction. You still have 00:46:071 (2,3,4,5,1) - this group of objects to keep consistent with the introduction of the song, and you can make a change after 00:46:703 (1) - appears, but you shouldn't be changing the group itself for it - especially since you're ignoring the drums. I really don't agree with this, mainly because they are 1/2s in a 95 bpm section which isn't uncomfortable to play, plus the SV isn't that high so you can readjust your cursor without any problem
- 00:52:671 (3,4,5) - Would be better off as a small back and forth, probably following the direction of 00:53:613 (6) - imo. The stack is dull, but this part is pretty interesting with the repeated slider couple, and you should try to capitalize on this movement. fixed
- 00:54:713 (2) - Should be separated into two sliders. Its end is currently on a very strong bit in the song (you even bothered making a hitsound just for it) and should definitely be clicked. It's also more consistent with the rest of the intro. I didn't wanted to do this, but well already two people complained I fixed it
- 00:58:011 (2,1) - This jump feels extremely forced and too big, but it'd be difficult to fix. I don't think so the bpm is really slow and I didn't see anyone having a hard time with it, plus I really like my pattern
- 01:00:524 (3) - I have the feeling this should be rotated to accommodate the flow better. This part is okay, but this little flaw irks me and it could be made a lot smoother. Considering the pattern has symmetry, and the song has no particular change at this point at all, the movement should be kept consistent and not jagged.
click this box for a detailed explanation on how this flow should, in my opinion, work, versus what you haveNote that the movement on 01:01:153 (1,2,3,4,1) - should also follow, which means you'd have to reorder and reposition these to continue the counterclockwise motion. And again, 01:01:624 (4,1) - this is a flow break that should not be happening. More of them: 03:13:692 (1,2,3,4,1) - I did ctrl g in the last slider, btw I don't think the other pattern is a flow breaker, I think it follows the music really well, I use it often in my maps, also the bpm is really slowThe flow between these 00:58:011 (2,1) - is very decent, because of the movement the first slider implies:
which naturally leads into an oval flow that the second slider picks up almost perfectly:
The slider's shape then complements this movement very nicely and leads into the next objects:
So, to continue this movement, one would expect the next objects to be placed like this:
But what you have contradicts this movement and goes this way instead:
So you should at least reverse the slider, if not rotate it a tiny bit to keep the movement smooth:- 01:04:515 (1,2,1,2) - This is a suggestion, but while I like the repetition here, it feels way too forced as you have, since it does not actually bring anything special to the pattern. I'd rearrange it so that the movement naturally calls for the repetition into something like this http://puu.sh/sRrFv/ed49f983e1.jpg probably just a mapping style thing, but I really prefer my current pattern it looks better and make the main sound go up with the first slider and then go down with the second one which have a lower sound.
- 01:08:981 (2,1) - That is an excessive and unexpected jump. Expect people to randomly break on this and get frustrated. The low spacing on 01:08:667 (1,2) - calls for something similar for the next object, which you break entirely (I can understand why), but hiding 01:09:295 (1) - at the bottom is a bad idea. If you want to keep a jump, make this one more visible, moving it to the top left somewhere, which would keep the movement still consistent thanks to the circular motion of the stream. well is a 1/1 spacing should be stack or really big spacing, since I'm introducing in to a 1/2 jumpy streamy section which also contains 1/4 slider jumps, I don't think that reducing the spacing would be a good idea
- 01:10:394 (3,4,1,3) - This is a recurring problem through the entire map (which means that you've stuck to your structure, good job), but these extended sliders are awfully awkward because of how many there are. You're just constantly holding the player back in a place, while separating them with massive jumps, and that creates an extremely jagged movement that is very uncomfortable to play. 01:09:923 (1,2) - is fine and fits, but the others are forced and don't play well. I'll pointed out all occurring similar patterns to make it easier for you:
i am box01:12:907 (3,4,1,3) -
01:20:447 (3,4,1,3) -
01:22:960 (3,4,1,3) -
02:32:069 (3,4,1,3) -
02:34:583 (3,4,1,3) -
02:42:122 (3,4,1,3) -
02:44:635 (3,4,1,3) -
02:52:174 (3,4,1,3) -
02:54:687 (3,4,1,3) -
04:17:555 (3,4,1,3) -
04:20:069 (3,4,1,3) -
04:27:608 (3,4,1,3) -
04:30:121 (3,4,1,3) -
04:37:660 (3,4,1,3) -
I hope you understand I'll not agree with all these, since is like the main feature of the map, anyways I'll list you what I did as a 01:13:536 (1,3) - changed the shape so they are super lenient now, 01:20:447 (3,4,1,3) I love this pattern really much and I really don't plan to change it, 01:22:960 (3,4,1) - spacing becomes shorter, 01:23:588 (1,3) - slider shapes change to more lenient movement, 02:32:069 (3,4,1,2) - spacing is shorter now, 02:34:583 (3,4,1,2) - this is really fine to play the slider leniency make it not that dfifficulty to play compared to other parts, 02:42:122 (3,4,1) - again this is not difficulty to play, 02:42:750 (1,2) - spacing should be shorter now, 02:44:635 (3,4,1,2) - again I don't think is hard to play, 02:52:174 (3,4,1,2) - same the slider leniency works well here, 02:55:002 (4,1,2) - spacing should be shorter now, 04:17:555 (3,4) - spacing got reduced, 04:20:069 (3,4,1,2) - at this poing the player already know how this kind of pattern works, 04:27:608 (3,4) - reduced the spacing, 04:30:121 (3,4,1,2,3,4,1,2,3,4) - changed the spaing a bit, I asked to like 15 to players to play this map, hvick was one of them he FC it in 1 try, anyways no one break on the this sliders, I know this can't be comfortable for anyone, hence why I mapped 3 diffs to have a bigger audience for my map, this sliders are kinda the soul of this map, so this is the only compromise I can do with them :l- 01:27:358 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - This is one of the streams I pointed out that are sort of overmapped, but more importantly badly introduced and ruin the effect following streams should have. Would be better to replace this with 1/2 sliders, preferably jumps, for better effect. Likewise: 02:49:033 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - 04:34:519 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - I can hear music in the 1/4s, they aren't drums, but is there and is similar to other sections, I really like the stream tho
- 01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This might be me but I find the streamjumps here way excessive. The base spacing should be high and the streamjumps smaller imo. Same for 02:50:447 (1,2,3,4,1,2,3,4,1,2,3,4) - 04:35:933 (1,2,3,4,1,2,3,4,1,2,3,4,1) - they are almost overlapped, even with some custom skins they are, yes I know some players don't like them and find they annoying, but other people love them and I find them fit this sections really well, then again this is one of the sections I don't wish to touch, since are the main things in my map, I try to make my maps avaible for big audiences, I mapped the other difficultys for the people who hate this kind of gimmicks tho.
- 01:30:028 (1,1) - This is an example of counter flow done right. The speed of this slider, suddenness of the sound in the song and counter intuitive movement all work well to completely reset the flow with 01:30:342 (1) - which is great, given the abrupt end of the chorus in the song. yeah
- 01:31:756 (6) - Should be higher pitched, not lower. I can't tell you exactly what note it is, but it definitely should be higher pitched. Your hitsounding is following the main melody, which goes higher here. Might happen later in the song and I miss it, so be careful about these! will check this
- 01:37:488 (4,1) - Very surprising, and honestly it doesn't make much sense. Finish off the stream normally, you have no need for this gimmick here. You should keep the streamjumps to a minimal so that they have the desired effect, mostly on choruses. I think the sound is really strong and deserves it, also reflects the pattern at 01:37:881 (3,1) -
- 01:40:001 (4,1) - Same here, especially given how quirky and jagged this movement is. This does not play well - if you want to keep it, have it your way, but at least make the transition 01:40:001 (4,1) - smooth so that it's easier on players. Same here: 01:45:027 (4,1) - same as above
- 01:40:080 (1,1) - This is honestly really ugly. =( it's just a design thing, so i think is not much a problem, since I really like it
- 01:44:792 (1,2,3,4,1) - I'm not even sure this is rankable. why it shouldn't? if you mean 01:44:792 (1,2,3,4,1) - the stream covering the slider is already gone by the time u play the slider
- 01:49:504 (1,2,3,4) - Incorrect snap. These should be 1/8, not 1/6. actually this was 1/8 but got changed to 1/6 by some mod I'll change back to 1/8
- 01:51:389 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1) - I think the spacing on this should be lower. We've reached a less intense part of the song, but your streams are still spaced the same way. Same goes for 01:53:902 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 01:56:415 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 02:01:441 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - 02:03:012 (1,2,3,4,5,6,7,8,1,2,3) - 02:04:269 (1,2,3,4,1,2,3,4,1,2,3,4,1) - 02:05:839 (1,2,3,4,5,6,7,8,1) - 02:07:096 (1,2,3,4,1,2,3,4,5) - I don't think this part is less intense, i feel it flows in the same way as the before one and I'm really consistent with my mapping
- 02:10:237 (1) - to 02:15:263 (1) - as I explained over IRC, the spacing is really way too high here. You're supposed to be building up momentum into the streams then eventually into 02:20:604 (1) - where you can go ham on jumps, but your starting jumps are bigger than the final jumps of the section you're trying to emphasize. This isn't working and really needs to be fixed. Same for 03:54:466 (1) - reduced them a bit, but for the later one is fine, since is already a crescendo
- 02:14:635 (1,2,3,1) - This was cool =D :D
- 02:19:897 (2,3) - Very awkward; would be best as a regular stream imo. Actually is following the main strong sounds 02:19:897 (2,3,4) - awkard yes, but it fit the music really nice
- 02:21:389 (3) - To go better with the sounds associated with 02:20:918 (1,2) - you should replace (3) with a 1/4 slider following the direction of 02:21:075 (2) - . It would be more consistent, since you'd then have sliders for all these sounds, and the little structure it introduces would be nicer to have. I want to keep it different with 02:21:546 (1,2) -
- 02:26:415 (3,4) - Emphasis on this is wrong. 02:26:572 (4) - is a filler object, yet the one being emphasized. (3) should bear it. it's just for the pattern, 4 still have a clap on it so isn't much a problem
- 02:28:614 (2,4) - This is poor placement for the 1/4 jumps because it looks bad and it's difficult to read. You've done a... fairly decent job at keeping the map clean so far, this is very much out of place. fixed
- 02:46:520 (1,2,3) - Should be spaced out ! I don't like to space much triplets
- 03:02:070 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is one of the issues that comes in with your other streams being so spaced out: this one is spaced the same way and doesn't stand out at all, while it really should. Same for 04:47:555 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) - I added a bit different spacing between each combo now, so should reflect better the music, if anything I'd space this one more, but I think the current way is better for the gameplay
- 03:35:304 (3,1) - This is extremely awkward. 03:35:147 (2,3) - should be moved up higher and 03:35:304 (3) - should be pointing at the very least downright for better movement. fixed
- 03:35:932 (2) - Unnecessary hitsound. It adds a note that does not exist and it sounds bad. I'll look in to it, even tho I think is for decorating
- 03:37:189 (1) - While this is technically correct, I can't help but think it's a mistake either in the recording or in the sheet directly. It doesn't make sense that it's on the 1/6 tick - maybe replace this with a 1/2 slider for the sake of consistency with the rest of the song and intuitiveness of this rhythm. Might need to see with QATs if that would be appropriate to do though. I already asked, and multiple people agree with the 1/6, 1/2 wouldn't be even close to the snap
- 03:47:398 (3,6) - This is really unnecessary imo. It doesn't improve the pattern and just makes it confusing. I'm not sure it's even rankable. the slider is visible in game tho, it doesn't overlap in game
- 04:16:456 (5) - Why is this a kickslider ? =( should be a full stream fixed
- 05:00:121 (1) - This movement is really awful for such a fast slider, keep the bumps at a minimum and slow it down a bit i'll change the speed and shape
I also changed the volume at 01:30:656 (1,2,3) - 30% 01:40:708 (1,2,3) - 35%Monstrata wrote:
Deity
01:45:106 (1,1) - I think the overlap isn't necessary for aesthetic purposes. Try a parallel so you can get some emphasis onto 01:45:420 -
fixed
01:48:326 - Kickslider instead for the 1/4 on 01:48:483 - ? Tbh I would have used a different structure completely, since 01:48:247 (1,2) - doesn't sound similar to 01:47:619 (1,2) - in terms of pitch or rhythm. I prefer my current rhythm, idk I think the 1/4s would ruin it, because 01:48:247 (1,2) - acts the same way as 01:47:619 (1,2) - and during the gameplay a player will focus on the main sounds
04:25:723 (1,2,3,4,5) - This rhythm was quite odd imo. Instead of a 1/2 repeat i would have done a circle > 1/2 slider for 04:26:037 (5) - . Also, I don't think the streams are that necesary, You could just do a 1/2 slider on 04:25:723 - // Anyways, i think the main reason it felt weird for me was cuz the stream here diidn't seem necessary, but yet it feels the same as 04:26:666 (2,3,4,5,6,7) - which definitely has important 1/4's. fixed
04:30:749 (1) - I think Ctrl+G flows better, but up to you i guess xD. okay
Demigod
01:16:363 (2,4) - Was this supposed to be stacked. yeah
01:24:530 (4,1) - I would put a bigger jump here to prepare the player for the jumps coming up on 01:25:787 (1,2,3) - cuz those are preetty big for the section. How about stacking 01:24:530 (4) - on 01:23:588 (1) - 's head? Creates a really nice flow and aesthetic. k
Human
03:09:138 (2,1) - Ctrl+G'ing this rhythm just sounds so much better, considering the piano xd. Emphasize that piano note with a hold rather than immediately releasing into the next object. I want to keep 03:09:295 (1,2,3) - this separate from the piano as I did in the other diffs
[]
You know where to fine me~
overmoenessXexxar wrote:
Rebubble #2
shiirn, I'm mapping the song how i feel it needs to be mapped, feel free to map your own version, but this is the way i feel the song should be mapped, I don't like your maps and you don't like mines that's fine, but learn to understand there is not 1 only correct way to map something, if you believe your ideas that's great, but personally I have my owns.Shiirn wrote:
since i don't feel my points were adequately explained or gone over since last time, i'm here again.
[deity]
00:37:940 (2) - yeah I know is not perfect, but I like it like that lol
00:40:107 (1,2,3,4,5,6,1) - Maybe you misunderstood me. The musical patterning is 12,12,12,1. I wasn't telling you to new combo them in pairs; I was telling you to change your pattern from triangles to a more suitable pattern that represents the patterning in the music. I really like how it plays, that's why I didn't change it, i know u dislike it, but feels nice when playing, now grouped in the same combo it feels like a full pattern
01:14:792 (1,2,3,4,5) - The stream is "in the music" for most of entire chorus. There's a 1/4 background beat for nearly the entire time. Don't use it as an excuse to bullshit fill empty spots that are left by the instruments just because you think you'll lose power or whatever you think you're doing. is not empty and is how i feel the music, there are beats and is how i feel it should be mapped, you are free to use your own rhythm, but I'm also free, i think the holde note and the 1/4 background beats do represent the song better as a stream
01:49:504 (1,2,3,4) - these are still 1/6 btw... if you want to keep the power that badly. uh it was 1/6, but after i asked and listen to it multiple times, check shiro mod, 1/8 sounds better
02:19:661 (1,2,3) - This is still completely fucked up. In no other part of the map does this sort of rhythm present, it plays like shit, and ignores the piano on 02:19:740 - while the rest of the pianos are still going nuts. Especially when the piano is doing a normal repeated 4-beat roll. is not ¨fucked up¨ they are following the fun effect in the song, yeah it doesn't follow the piano, but follow the special happen in the music, which I think is nice, that's why I didn't apply it from your past mod
02:28:771 (3) - This slider is still out of place when following the music. It follows your standard stream roll just fine, but this is one of many examples of you using mapping patterns that do not fit the musical pattern presented. E.g.: There is no actual beat here. there is a strong drum on it, yes 4 1/4 sliders play better than what u suggest and the music can be mapped in different ways
03:21:842 (2) - Just an annoying fun-fact: you can't properly blanket a bezier curve without at least two grey points between the start and the end. One will never form a clean blanket. People give me shit for this, so I figure it's worth mentioning. I don't mention blankets in general cuz fuck that, but I figure this is a tidbit of information that you might not know about and is convenient to know. no one will notice this in game tbh
03:44:100 (3,4,5) - you always used 4 circles why the sudden change of heart because is fine to use variations in a map, specially in the calm part of the song IMO, it plays nice for me
03:46:299 (6) - would need new combo to be consistent with your patterning and the musical patterning I don't think it needs a NC, specially because is a single slider
04:16:299 (3,4,5,6,7,8) - the most powerful drop in the map and it's....a stacked stream no, the song is comming back, I strongly believe the stream should have no movement in my interpretation, even it was a slider, but i changed by shiro request.
[demigod]
00:44:177 (2) - im glad you took some of my advice re: fugly sliders in Deity, but it looks like people didn't do the same for demigod. So here. Fugly slider. The linear bend straight down feels really weird compared to the nonstop curving the rest of the section does for long holds. I like the slider shape, not planning to change it
01:34:740 (5) - For the purposes of clarity, when you have repeat sliders in a streamy map, you generally want to stick to being extremely consistent with the number of repeats. There should really be two repeats here, considering how lenient you're being with whether there are actual noises in the map to have objects over. nah, variations are fine
01:35:054 (6) - and 01:40:080 (1) - inconsistent new combo considering the musical pattern, and 01:45:106 (1,1,1) - says you should just be new comboing 01:35:682 (2) - as well, but either way it all needs to be consistent. It's not exactly easy to fix these since it can be hard to keep track of what's going where, so if you want help making the new comboing perfect, hit me up. is being a nc, I don't feel i want to add it for the sake of it
01:49:190 (5) - new combo etc I really don't like single repeats as a NC, is way too spammy and the hp becomes crazy
01:52:096 (1,2) - this is where that aforemention number of repeats can get real confusing. It'd honestly be better to have (2) be two 1/4 sliders than a repeat, as it's needlessly confusing otherwise. well the map is based on streams and repeat sliders a playing who can play this properly will not have problems, believe me I asked to a lot of players about this map
01:59:556 (1,2,3,4) - what happened here? this is very unusual for this map, to have it bent like this. yeah I know, but I like it is just a stream shape.
02:02:148 (1,2) - see 1:52 same as 1:52
02:21:546 (1,2,3,4,5,1,2,3,4,1,2,3,4) - what the shit is this did nobody playtest this? Your attempt to mash up Deity and Human just makes this pattern incredibly confusing and a struggle. Both alternators and single players will struggle with maintaining their natural key alignment (Main finger on white/red ticks, off finger on blue) with patterns like this, even if it technically follows the music. Human does this fine by turning it into a bunch of single-key sliders. Deity avoids this by starting off with two 1/4 sliders and not actually separating the 3-note musical pattern into slider-circles-slider-circles what?? how is this confused to play, is totally fine and represen the music properly
02:23:745 (6) - probably new combo
I'm going to stop here because I don't even know whether anyone will find these issues worthwhile at all, since you clearly don't care yourself and have quite easily found other people of like mind who don't care about these niggling issues. But if they are actually worth going over, you know where to find me. But don't try to bullshit me just to get a headache out of the way, the focus should be on the map proper. is just you man, you don't get that song can be mapped in many ways
[ ]
Honestly, either the BNs who iconned this map are doing it just to score points with you, they don't actually care about helping you improve or clean up your map, or didn't even look at the map in the first place. I'll leave it to the experts to work out which is which.
Halcyon is pretty complex and is surprisingly technical for a generic piano faceroll track, so it's not like I'm saying your map sucks. It's not easy to get right and it's easier to just scrap a short combo and do it over with new knowledge than struggle to work an impossible-to-fit pattern into the music. Nobody seems to be pointing out these many tiny little issues that are normally mentioned by the dozen when BNs actually look at maps.
You don't fit square pegs into triangle holes, and you don't stick generic patterns into an ungeneric track. You should also probably find people who actually care about improving the map, rather than checking for mistakes, as they're clearly not even doing that all that well.
Kuo Kyoka wrote:
[Deity]
Im sure that it's no need to snap 00:55:263 (3) - on there, it's kind of delay and annoying while I'm listening with keysound only (0% music)
Because I listened to this song for a hundred times, I believe it's a kind of delay, and I'm sure it should be begins on 00:55:184 - (1/2) instead of that snap
I think it's because of delay of violin sound I would say I listen to this part a lot, and 1/2 is way too off, I really think it starts at 1/8 I'm 100% sure is 1/8, 1/2 is way too off
If you make that kind of snap then it's unreasonable to 00:53:613 (6,2) - which sound should be snap like that too, so I would recomended to move 00:55:263 (3) - back to 00:55:184 - 00:53:613 (6) - this is different, because there is a beat on this tick, but there isn't any at the previous one
Well, just my opinion, other than that all neat xi's love
Congratulations
Eh when I saw things that would improve my map I personally ask for a DQ, I did in this map already, you don't think the map is high quality, but a lot of people think this is a really good map. I'm not shiirn who map in a weird way, I do in my way and it works really nice, I don't think your second post would improve anything about my map, you should learn to know you are not always right, and don't say I didn't put effort on it lol,it has been pending 7 months I remapped it 2 times and even asked a DQ before lol, also go ask to hvick angelism dsan etc, I got test plays from like 20 top players, don't talk just for talking.Shiirn wrote:
.
players who i asked for test play, modders in this map (without one or two o.o), check the top players in favourite and number of favs while pending, the map ranting, disques thing, reddit lol.- Rain - wrote:
define a lot of people, most people i talk to complain about it, the keysounding, the stream design etc...
Shiirn wrote:
.
you think so then fine, I think it works really nice and I like them, specially the triangle pattern, that can also work as 1-2 o.oShiirn wrote:
So you're messing up on purpose? Got it. Glad we got that sorted out.
can you explain what rhythms are messed up?Mun wrote:
"my poor rhythmic choices and generally suboptimally executed patterns are totally intentional, for... some reason."
If someone whose main problem is execution can point out errors that you of all people have in executing a map properly, you've horribly messed up.
This shouldn't be ranked in the state it's in.
Mun wrote:
HumanRhythm:
Probably what stands out the most out of everything is 02:09:295 (2) - why use a long slider like this instead of just 2 1/6 repeated sliders? the wub slider represents the sounds, is too make the rhythm simple from the other diffs
03:53:524 (2) - Same thing here. ^
04:14:257 (7) - And here.^
02:37:724 (1,2,3) - This entire combo is backwards. Why is 02:37:724 (1,2) - split into 2 2/4 sliders while there's no drum beat between them, while 02:38:352 (3) - is a 4/4 slider despite having a drum beat in the middle of it? This makes absolutely no sense. listen to the violin, it makes sense if you notice the main rhtyhms in the song, I'm focus on piano and violin mostly, not drums (rarely) [/b
02:49:033 (1,2,3) - This doesn't make sense either. The kick slider and triple aren't actually mapped to anything. [b]delete the objects and listen to the song
02:49:504 (4) - This, as well, is a 1/4 kick slider mapped to 2/4 beats that you could just as easily map using 2/4 sliders in its place. again I'm making simple rhythms, because this is not supposed to be that dense as the other diffs
03:02:070 (1,2,3,1,2,3) - These all ignore beats between them even though just extending them to have 1 more repeat would hardly affect gameplay. man listen to the main
04:47:556 (1,2,3,1,2,3) - These, too.
04:49:911 (1,2,3) - The problem, though, mysteriously disappears when the same sounds are fully mapped here. That last error was not intentional, it was an oversight and should be treated as such. is different to the other part.
04:54:781 (1) - This is mapped to nothing. delete and listen again sounds are there, are you using headphones?Demigod02:25:002 (4) - This ignores a beat. again you don't need to map everything or I'd end mapping a full stream , learn to make simple rhythms, u don't need to map all
03:42:529 (3) - This slider starts on nothing, ignores a beat, and ends on nothing. I'm wonder if u are hearing with a proper volume, there is a sound there
04:34:519 (3,4,5,6,1) - What on earth is this supposed to be mapped to? There is absolutely nothing in the music here that justifies a stream. again man u really have problems with your sound device or something, delete the objects and listen
04:43:314 (1) - Again, this is mapped to nothing. again ^
Keysounding
04:38:603 (2) - wow. Nobody caught this? In two qualifications? Did anybody actually listen to this diff? uh?Deity01:27:358 (1,2,3,4,5,6,7,8,9,10) - This stream starts at 01:27:986 (9) - with a few choice bits of percussion before that. The majority of this is mapped to nothing. there are clearly beats in the music
01:28:457 (3) - Isn't this 1/8 repeat and not 1/4 kick? is 1/4
01:37:881 (3) - This slider ignores a beat. it follows a strong sound and ignore a tiny background beat, again u don't need to map all
02:29:870 (3,4,1,2,3,4,1) - You missed some 1/8 beats here. I'm mapping the pianos in 1/4
02:36:468 (1,2,3,4,5,6,7) - The entire first half of this stream shouldn't even exist. why ? there are clear beats in the song
04:08:131 (3,4) - Missed more 1/8. that would be an overkill
04:34:519 (1,2,3,4,5,6,7,8,9,10) - Again, the majority of this stream doesn't even exist in the music. please listen careful
04:54:623 (1,2,3,4,5,6) - Out of these 6 notes, about 1 is justified by the music.
Intentional undermap and intentional overmap both have their places.
Those places are nowhere near this song. The keysounding on this sounds like it was made entirely to be obnoxious enough to obscure the errors in this map. You know better than this, Natsu, and you can make a challenging and streamy Halcyon map without actually overmapping the hell out of this.
I've only looked at the rhythm, ignoring completely the reasons why the hitsounding is conceptually flawed, and the ugly streams.
Speaking of ugly streams, why are these intentional? Do you have a legitimate reason for them being so bad looking, or are they just "intentional" so you can stall for long enough to get this through qualification phase?
because I sent a pm to koryts and he say was fine, I sent a pm to shiirn and he just ignored it for like 11 days and shiro told me was fine to don't apply everything, i can post the screenshoots if u wantPentori wrote:
y are xexxar and gero allowed to renominate this when clearly there are still outstanding issues that haven't been agreed upon
All of my mod was done with hitsounds at 0%, music at 100%, and osu! volume at 100%. I did not mishear anything. It's massively overmapped at some points and undermapped at others, and even if not every sound needs to be represented, this still makes it a poor representation of the song, and isn't that what beatmapping is about?Natsu wrote:
streams are simple and are cool IMO and there are not ugly ones, you can point any?,
ignoring some beats is fine as long you map the main ones lol, you don't need to map everything
there is nothing overmapped, please listen careful, up volume or change sound device
I care about feedback, but there is nothing legit in your mod, lower diffs have less dense rhythm ofc that's common sense for make them easier. You can request a DQ, but I doubt it will be, since the overmap you posted is no overmapped and the ignored beats are for making rhythms simple in lower diffs or not important to be mapped.
I already explain you and you already requested a DQ, a QAT will review your post and my reply and he will decide what to do. just wait for it. Undermapping is not a problem and there are not overmaped things as I explain you, drums aren't the only things you have to mapMun wrote:
All of my mod was done with hitsounds at 0%, music at 100%, and osu! volume at 100%. I did not mishear anything.
lawyer monstrata whenMonstrata wrote:
There's a very consistent 1/4 track in the background. Honestly, it's hard to overmap a song like this. Maybe the 1/4's are just so redundant you stopped hearing them, like how yous top hearing a fan in a restaurant until suddenly it gets turned off and then you realize it's been there all along xD.
Monstrata wrote:
There's a very consistent 1/4 track in the background. Honestly, it's hard to overmap a song like this. Maybe the 1/4's are just so redundant you stopped hearing them, like how yous top hearing a fan in a restaurant until suddenly it gets turned off and then you realize it's been there all along xD.
yeah shiirn I already reply to you and is already posted in that request a dq thing, lets see if QATs agree with me or with you, i explained you 6 months ago, when this was DQ and yesterday, I'm tired of explaining you, so lets just wait what QATs think about this.Shiirn wrote:
Monstrata wrote:
There's a very consistent 1/4 track in the background. Honestly, it's hard to overmap a song like this. Maybe the 1/4's are just so redundant you stopped hearing them, like how yous top hearing a fan in a restaurant until suddenly it gets turned off and then you realize it's been there all along xD.
So you're saying that they're pretty much inaudible and are mentally ignored?
Then they shouldn't be mapped. But that's just my opinion. The map has more actual issues than just rhythm choice. Issues you didn't notice, apparently.
yes and I explained you 3 times, I don't try to avoid a dq, since I explained you when I was mapping it (and you asked me to show u), when I requested the DQ and now, I just prefer my way, anyways is posted there already, just wait and lets see what the QAT think about your points and my replys.Shiirn wrote:
Like i said, I'm not arguing for a DQ based on your poor rhythm choices.
But on your inconsistent new comboing and general aesthetic failures and general lack of polish and quality.
As Shiirn has already said, if I'm totally ignoring a sound (that I cannot hear after listening to the song on volumes much higher than I normally would listen to them on), then that is a sound that is not prevalent in the song. If it is not prevalent in the song, then Natsu is contradicting himself. He told me in this PM conversation to "map main beats instead of everything."Monstrata wrote:
There's a very consistent 1/4 track in the background. Honestly, it's hard to overmap a song like this. Maybe the 1/4's are just so redundant you stopped hearing them, like how yous top hearing a fan in a restaurant until suddenly it gets turned off and then you realize it's been there all along xD.
bor wrote:
02:09:295 (1,2) - these are snapped wrong, there are probably others too, also might as well fix angle usage as you choose to have it compliment the song some times and not others.
Natsu wrote:
bor wrote:
02:09:295 (1,2) - these are snapped wrong, there are probably others too, also might as well fix angle usage as you choose to have it compliment the song some times and not others.
yeah is like 1/12 or something like that, but in this cases is fine to make a simple rhythm for playability (a lot of maps do this)
if i map it with 1/12 there would not be pauses and will hurt the playability alot, I tryed it in my first remap and almost anyone break there, anyways a QAT will read this and will also decide what to do, even tho I think the 1/8 is better, since is better for the gameplay and don't hurt rhythm that much is a common practice since years, you can found a lot of maps with 1/6s guitar mapped as 1/4s, is a similar case here.bor wrote:
There is no point in incorrectly rhythming when its not like changing them to 1/12 will make a change in playabilty since you choose to create a pause between the repeat sliders anyway because the players have time to recover in between, not to mention slider leniency still affects this break.
Natsu wrote:
if i map it with 1/12 there would not be pauses and will hurt the playability alot, I tryed it in my first remap and almost anyone break there, anyways a QAT will read this and will also decide what to do, even tho I think the 1/8 is better, since is better for the gameplay and don't hurt rhythm that much is a common practice since years, you can found a lot of maps with 1/6s guitar mapped as 1/4s, is a similar case here.
so hurting the gameplay is improving it? wow!bor wrote:
Natsu wrote:
if i map it with 1/12 there would not be pauses and will hurt the playability alot, I tryed it in my first remap and almost anyone break there, anyways a QAT will read this and will also decide what to do, even tho I think the 1/8 is better, since is better for the gameplay and don't hurt rhythm that much is a common practice since years, you can found a lot of maps with 1/6s guitar mapped as 1/4s, is a similar case here.
Understood, but the reason for most of those to occur is an underlying sound that is rhythmed to 1/4 beats, in this case if you chose that then the idea of "keysounding" states otherwise.
also I have no care for convincing a QAT, I would much rather convince YOU so you can make better decisions.
but it sounds like you have no care for improving, which is unfortunate and a bad example for the mapping commuinty.
Its not possible to harm gameplay by removing hitsounds that doesn't follow the rhythm your hitsounding to. And if I failed to mention before, you can still have a break between the sliders without harming gameplay.Natsu wrote:
so hurting the gameplay is improving it? wow!
No I requested a DQ myself before when I saw things to improve, now most of the post have things that I really dont' want to apply (overmodding always ruin maps take https://osu.ppy.sh/b/724015&m=0 this as example, before was even better) , since it will not feel like my map anymore if I change those.
hitsounds aren't mean to be 1/1 with the music, but to decorate it, most of maps do this, ofc if add a random clap for decorating the song every 2 and 4 no one will complain, then again I love the current ones, why kill something that the mapper and some people love.bor wrote:
Its not possible to harm gameplay by removing hitsounds that doesn't follow the rhythm your hitsounding to. And if I failed to mention before, you can still have a break between the sliders without harming gameplay.Natsu wrote:
so hurting the gameplay is improving it? wow!
No I requested a DQ myself before when I saw things to improve, now most of the post have things that I really dont' want to apply (overmodding always ruin maps take https://osu.ppy.sh/b/724015&m=0 this as example, before was even better) , since it will not feel like my map anymore if I change those.
Also you can't achieve "overmodding" unless you apply mods as they are, the point of a mod is to express issues in a map, that doesn't mean the modder says you have to move certain objects to specific places if it makes it inconsistent with the idea you have going on. But in the same regard when you are trying to avoid inconsistencies, you should listen to those pointing them out.
For example when I look at your highest diff in this map you introduce movement like 00:01:453 (1,2,3,4,5,6) - , the notes are fast but the motion is still smooth and there are no unwarranted spacing increases. 00:12:242 (1,2,3) - this on the other hand is very sharp although you in the same section of music without any drastic changes in SOUND to warrant this kind of sharp movement. the music progresses and you see 00:25:934 (1,2,3,4) - which is where you express something moving very smoothly, sure pitch is increasing but it hits its highest point and you create an increase of momentum without changing the type of movement 00:29:429 (1,2,3) - this is arguably smooth, but then you introduce sharp movement again here. 00:36:004 (2,3,4,5) -
in this case you are inconsistent in how smooth or sharp you make the movement when there is no sound to warrant this.
As for the others' comments on your rhythm I have not much to say since you are "consistent" about choosing to "undermap" some parts. Although it is worth mentioning that your kiais are weaker than other parts of the song due to this, which does create a problem imo
sure people complain about drastic difficulty spikes in kiais of the song, but this is just the opposite of that, drastic troughs in difficult at the kiai when the music becomes more involved
Natsu wrote:
hitsounds aren't mean to be 1/1 with the music, but to decorate it, most of maps do this, ofc if add a random clap for decorating the song every 2 and 4 no one will complain, then again I love the current ones, why kill something that the mapper and some people love.
Drastic difficulty spikes? the map is consistent, the stream space the jumps etc, yes there are some hard parts, but is still at same level of difficulty, then again no one complain about tv sizes having a random full screenjumps at the end of the map.
00:12:242 (1,2,3) this is a really simple pattern man, is just for add variation at the slow part of the map.
00:36:004 (2,3,4,5) same ^
Kiai have undermap beats yes, but 01:09:923 (1,2,3,4,1,2,3,4) - I think anymapper would map to the strong beats instead of everytiny sound in parts like that, since those are the soul of the chorus.
what I mean of overmodding is to change things that are fine, but other that also are fines, I made the mistakes of change things in my past maps just for the sake of ranking them and i feeld bad about those now tbh, Modding should be fore improving understanding what the mapper is trying to do, not to change things that are fine, take for example shiirn I explained him my points 6 months ago, then I remapped 2 times and I keeped the things I love about my map, then I explained him like 3-5 times again.
We should respect mapper choice tbh, your points are valid, but also try to understand I'm not you and you would express the music different than me, take this as example: https://osu.ppy.sh/s/527661 https://osu.ppy.sh/s/522857 , one maps almost everything while the other don't, they both get love, people tried to make monstrata's map in a way that he don't want, but thanks god he keep it in the way he want, what people are trying to do here is basically the same, make me change things that I really don't want to change. Check the previous DQ post or mods, I take a lot from them, because I think they improve my map, ofc I deny things that I don't think would improve it. There is a point were mods makes more bad than good and in my experience that's starting to happen here.
yes what I meant is mapping the 1/12 would be super hard to play you really don't have idea how bad it was (that's why the hitsounds are only decorating that part and not doing a 1/1), that's why I decide to map it with 1/8s, this is my way of expressing the song after 8 months of work 2 remaps 1 dq and multiple mods and test plays. People are trying to DQ this so badly for any reason, there are no correct rhythms that is up to the mapper and their interpretation of the song, yes those pattern are different placed and no linear, linear things are harder to play than zigzag movements and is just the slow part of the song.bor wrote:
Natsu wrote:
hitsounds aren't mean to be 1/1 with the music, but to decorate it, most of maps do this, ofc if add a random clap for decorating the song every 2 and 4 no one will complain, then again I love the current ones, why kill something that the mapper and some people love.
Drastic difficulty spikes? the map is consistent, the stream space the jumps etc, yes there are some hard parts, but is still at same level of difficulty, then again no one complain about tv sizes having a random full screenjumps at the end of the map.
00:12:242 (1,2,3) this is a really simple pattern man, is just for add variation at the slow part of the map.
00:36:004 (2,3,4,5) same ^
Kiai have undermap beats yes, but 01:09:923 (1,2,3,4,1,2,3,4) - I think anymapper would map to the strong beats instead of everytiny sound in parts like that, since those are the soul of the chorus.
what I mean of overmodding is to change things that are fine, but other that also are fines, I made the mistakes of change things in my past maps just for the sake of ranking them and i feeld bad about those now tbh, Modding should be fore improving understanding what the mapper is trying to do, not to change things that are fine, take for example shiirn I explained him my points 6 months ago, then I remapped 2 times and I keeped the things I love about my map, then I explained him like 3-5 times again.
We should respect mapper choice tbh, your points are valid, but also try to understand I'm not you and you would express the music different than me, take this as example: https://osu.ppy.sh/s/527661 https://osu.ppy.sh/s/522857 , one maps almost everything while the other don't, they both get love, people tried to make monstrata's map in a way that he don't want, but thanks god he keep it in the way he want, what people are trying to do here is basically the same, make me change things that I really don't want to change. Check the previous DQ post or mods, I take a lot from them, because I think they improve my map, ofc I deny things that I don't think would improve it. There is a point were mods makes more bad than good and in my experience that's starting to happen here.
I think you misread what I said, YOUR map has difficulty TROUGHS, while other ranked maps have SPIKES, which I did say people complained about.
I also believe you have a false sense of how object placement affects difficulty, something linear and evenly and lowly spaced is much easier to play than something with the same or higher spacing and sharp angles. The closer a map can be to expressing a song in a consistent manner the better. Its inappropriate to not consider factors that change the map itself difficulty.
I also must say the objective of keysounding is accuracy, and I already pointed out the inaccuracy of how you created it.
It's also worth mentioning its possible to map strong beats while complimenting other occurring sounds.
There are many correct rhythms for any given song which are defined upon the creation of the song.Kibbleru wrote:
stop trying to force ur opinion on natsu, he gave his fair reasoning, just wait for the QATs to judge it.
also stop saying his rhythm is 'incorrect' since there is no objectivity in that, his opinion is his hence he expressed it his map, ur opinion is urs.
because ur not openmindedMun wrote:
There are many correct rhythms for any given song which are defined upon the creation of the song.Kibbleru wrote:
stop trying to force ur opinion on natsu, he gave his fair reasoning, just wait for the QATs to judge it.
also stop saying his rhythm is 'incorrect' since there is no objectivity in that, his opinion is his hence he expressed it his map, ur opinion is urs.
There are many incorrect rhythms for any given song which are created by misinterpretations, mistakes, and ignorance.
It's not all a gray area, and a lot of small parts of this set fall into the "incorrect" side.
because you are not open to other ideas, I put my interpretation here as I did in any of my maps, you are free to like it or dislike it that's fine, but also learn that no everyone do things as u likeMun wrote:
There are many correct rhythms for any given song which are defined upon the creation of the song.Kibbleru wrote:
stop trying to force ur opinion on natsu, he gave his fair reasoning, just wait for the QATs to judge it.
also stop saying his rhythm is 'incorrect' since there is no objectivity in that, his opinion is his hence he expressed it his map, ur opinion is urs.
There are many incorrect rhythms for any given song which are created by misinterpretations, mistakes, and ignorance.
It's not all a gray area, and a lot of small parts of this set fall into the "incorrect" side.
yeah that's what we discussed there.Kuo Kyoka wrote:
so Parousia came after Groundbreaking album
I think the lastest is the most correct tho
But since they have 2 conflicted song name, then just keep what you think is the best.
Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed. AIMod (shortcut ctrl+shift+a) will also point out sliders that move in an "abnormal" way, so make sure to check that if you're unsure of a slider.Isn't this kind of wiggle are not allowed 02:09:295 (2) - , 03:53:524 (2) - and 04:14:257 (7) - ? Let's we compared the length of these (2) and (3) http://puu.sh/t3kml/3003703f0b.jpg literally they both use 7/4 slider but by using so many red nodes on (2) it will make its length shorter about half than it supposed to be without having slow sv manipulation on it, which I think that against the current rules above
Mako Sakata wrote:
I have concern on human diff, due to this rule:Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed. AIMod (shortcut ctrl+shift+a) will also point out sliders that move in an "abnormal" way, so make sure to check that if you're unsure of a slider.Isn't this kind of wiggle are not allowed 02:09:295 (2) - , 03:53:524 (2) - and 04:14:257 (7) - ? Let's we compared the length of these (2) and (3) http://puu.sh/t3kml/3003703f0b.jpg literally they both use 7/4 slider but by using so many red nodes on (2) it will make its length shorter about half than it supposed to be without having slow sv manipulation on it, which I think that against the current rules above
They are allowed, since they have a clear slider patch.
And why using 1/4 slider stream here 03:12:750 (4,5) - ? yet on demigod and deity use more simple rhythm, a bit questionable to me when the easier diff use denser rhythm choice than higher diffs. The comparison,
because they are different diffs, they don't need to be consistent with each other and both rhythms are valid there tho, btw the slider is easier to play than the 3 circles
Just my two cents when I played the diff
yeah, they are fine, that rules is mostly for unreadable sliders that you can't guess the patchMako Sakata wrote:
I'm talking about manipulating slider speed without having an actual sv change because of the bunch of red nodes, not the slider's path lol
But oh well
Hope for the best~
I always liked them tbh, your first approach to the map was nice, the rest was a bit not nice >:, anyways thanks for the suggestions tho!Shiirn wrote:
your hitsounding sucked though, it was a very large chunk of what made this map questionable
yeah finally! xDDDDEuny wrote:
congratulation Irvin c:
and you guys so thanks for helped me and him > <
happy new year enjoy it!
ThanksThanks wrote:
Thanks
thanks and happy new year tooNuolong wrote:
congrats~ and happy new year >w<
gracias!HappyRocket88 wrote:
Congratulations! ;3
You are wrong the map is good LOL, u don't have idea on how much support and nice feedback I have! you don't like it that's fine lol, but isn't like I care. Yes you have your opinions about the map, but that doesn't make them correct! just move on alreadyl since almost no one agree with u here.Shiirn wrote:
The map is still a pile of unpolished crap. I was nice the first time because everyone has those moments where they overlook something.
The second time, with the same map, with the same BNs, just tells me you don't give a shit. And that makes me stop giving a shit how you think or feel.