As you may have noticed/played or whatever'ed PLANET//SHAPER, it got qualified and I'd like to take this opportunity to reach out to everyone here and ask for opinions on these matters:
1. LOWERING OD
- Well, I'm horribly persistent on keeping the dense jumpstream for numerous reasons as stated:
SPOILER
My initial argument:
- Since it's transitioning from a chord heavier section, I would like something that mimics chord usage instead of rolls basically, so I kind of reject the idea of anything else other than this current pattern which mimics a 1/6 jumptrill
- Personally had this idea of making a map stand out through something unique like what I've stated above basically. In addition, I would like this map to be able to bring out that this idea of approximation is totally acceptable in unique cases like these by making patterns literally unreadable at the 2nd half.
- The map itself creates an idea that teaches and forces player to jumptrill this 1/6 anyways with increasingly harder to read similar patterns like this and I felt that it's really unique in its own way
- I understood the consequence of people getting tons of 200s through playing this map
Other parties' argument:
- Quite similar to yours so I'm not repeating it basically
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Personally I still stand by my initial argument since I believe that the 1/6 jumptrill is what makes the map unique, but I would like to extend and increase the range of SS-ability without dropping the OD too low basically, so pre-qualification I rolled with OD 8 (that's a pretty standard OD for most maps)
Not sure if I should drop down to OD 6 - 7 to make it easier in a sense, I believe that other parts of this map are quite hard to time too anyways, so yea I'm quite unsure of this currently
Well, when I made this map I didn't really take in consideration of how hard is it to SS, instead I focused on the most advanced players and the biggest brains to be able to FC it after some tries
If the community would like to drop the OD, I'll request for a DQ and lower it to something 6 - 7 but I might raise the HP a slight bit more to counter that
Anyways, appreciate your reminder that the map isn't really SS-able even at a high skill level, I'll take time to reconsider this
Well I would like to state 2 sides of the argument right now to clarify why i decided the dense jumpstream (1/4 Jumps) over something less dense (1/2 Jumps):Pope Gadget wrote:
The only problem I have with the map is the dense jumpstream. I yield roughly 2/3rds of my 200 count from those sections - and they only last for 3.2% of the song. I'm not sure what to do here but I would suggest something like single note streams (with jumps for any areas that you feel very necessary) which are patterned to be tricky to read rather than tricky to time
My initial argument:
- Since it's transitioning from a chord heavier section, I would like something that mimics chord usage instead of rolls basically, so I kind of reject the idea of anything else other than this current pattern which mimics a 1/6 jumptrill
- Personally had this idea of making a map stand out through something unique like what I've stated above basically. In addition, I would like this map to be able to bring out that this idea of approximation is totally acceptable in unique cases like these by making patterns literally unreadable at the 2nd half.
- The map itself creates an idea that teaches and forces player to jumptrill this 1/6 anyways with increasingly harder to read similar patterns like this and I felt that it's really unique in its own way
- I understood the consequence of people getting tons of 200s through playing this map
Other parties' argument:
- Quite similar to yours so I'm not repeating it basically
--
Personally I still stand by my initial argument since I believe that the 1/6 jumptrill is what makes the map unique, but I would like to extend and increase the range of SS-ability without dropping the OD too low basically, so pre-qualification I rolled with OD 8 (that's a pretty standard OD for most maps)
Not sure if I should drop down to OD 6 - 7 to make it easier in a sense, I believe that other parts of this map are quite hard to time too anyways, so yea I'm quite unsure of this currently
Well, when I made this map I didn't really take in consideration of how hard is it to SS, instead I focused on the most advanced players and the biggest brains to be able to FC it after some tries
If the community would like to drop the OD, I'll request for a DQ and lower it to something 6 - 7 but I might raise the HP a slight bit more to counter that
Anyways, appreciate your reminder that the map isn't really SS-able even at a high skill level, I'll take time to reconsider this
TL;DR : Map has patterns that are intentionally hard to time, should I just reduce the OD to 6 - 7 make it more SS-able but i'll raise the HP to counter that
2. MINDBLOCKS
- Basically I have noted that these patterns _quite_ mindblock-ish,
02:06:088 - This would be the time stamp of one of them
- If majority thinks that it's a good pattern then I won't bother to fix it
- If majority thinks that it's an OK pattern then I will change it to something less mindblocky
- Similarly if you guys think it's bad
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Well, just vote and I'll take the needed actions to amend this basically, if you have any concerns on what changes I should make or would like to bash me for no reason, go ahead and post