good luck nathan2
Monstrata wrote:
For Loctav's Love.
Iirc something about ar 10 being to much for the whinny upload partStrykerto wrote:
Can you explain the reasoning for AR 9.7 instead of 10, unless you want this to be a reading challenge.
You've probably mentioned why in the previous 47 pages somewhere, but fuc that
if u look through the thread ull find the answer i believe :>Strykerto wrote:
Can you explain the reasoning for AR 9.7 instead of 10, unless you want this to be a reading challenge.
You've probably mentioned why in the previous 47 pages somewhere, but fuc that
I'd rather have a more productive day tbh :>SnowNiNo_ wrote:
if u look through the thread ull find the answer i believe :>
This is probably the reason why, even though i think its a pretty dumb reason. Ur making 80% of the map difficult to read just so 20% is easier to read, and anyone who can pass that far can read AR 10 anyway. Basically, i find AR 9.7 pretty pointless unless you want it to be challenging to read.Mini Gaunt wrote:
Iirc something about ar 10 being to much for the whinny upload part
I found this on the second page:Strykerto wrote:
I'd rather have a more productive day tbh :>SnowNiNo_ wrote:
if u look through the thread ull find the answer i believe :>This is probably the reason why, even though i think its a pretty dumb reason. Ur making 80% of the map difficult to read just so 20% is easier to read, and anyone who can pass that far can read AR 10 anyway. Basically, i find AR 9.7 pretty pointless unless you want it to be challenging to read.Mini Gaunt wrote:
Iirc something about ar 10 being to much for the whinny upload part
I'm rambling about AR smh
Regardless, GL Monstrata with Rank!
Monstrata wrote:
To make the high bpm part even more messy. The central theme of this map is to create really messy sliders and patterns during the metal section, and then regress to my usual pretty and well-structured mapping style for the moe/anime stop stop winny upload section. So essentially, ugly section, then pretty section. Low AR's allow for more objects on the map, which contributes to more messiness in the metal section, and it makes the later half of the map less forced and more normal/acceptable/natural.
Hope that covers it. I might increase it to AR 10 again if enough people complain about the readability aspect though xD.
I realy think the kicksliders fit the music here. Using 1/2 circles is the exact same rhythm, the kicksliders add the emphatic and visual effect that really matches the song here lol.Linada wrote:
Finally
edit:
01:38:915 (1,2,3,4,5) - imo they don't really fit as kicksliders since they're on clear 1/2 since 01:38:058 (1,2,3,4,5,6,7,8) - are on incomprehensible screamings
yeah 👀
thanks for saving humanity from aliensHobbes2 wrote:
Hello I've come to save humanity
I actually irc'd with monstrata, but i wrote down all the points I made for clarity since it makes it easier for everyone to see whats changed without digging through a chatlog. ill let monstrata respond to this as usual so you guys can know why he rejected stuff that he did.
00:23:131 (1,2,3,4,5) - I think you could gradually make these more "ugly", (same with the later ones 00:24:842 (1,2,3,4,5) - etc etc) to ease into the "ugly" concept, instead of shooting it out all at once with 00:27:409 (1) - this mess. The vocals also kinda have that effect over time, so it would fit in that regard too. you do this later too (01:24:577 (2) -section) I think the current patterns are fine since there does need to be a reasonable baseline "structure" that gets dismantled. That said, I changed up two sliders to create small visual "hints" for the ugly stuff to come.
00:31:903 (3) - 00:31:475 (1,2,4) - are all quite clear in that the movement is downward, but because is particularly smooshed, i'd make 3 a bit more linear (while still ugly of course xd) Hmmm yea true, the movement is shorter compared to the others. Made the slider more straight.
00:36:111 - thought it weird that you skipped this vocal but the next measure maps it (00:37:715 (2,3,4)) The next measure is more intense and i'd like to create a rhythmic build up too. Next measure the pitch is noticeably higher and more stressed.
00:43:260 (5,1) - could be emphasized better, compared to these other downbeats yea
00:48:192 (3) - recommend splitting this into two, I like the repeat itself for the scream (+ the guitar is a bit more intense), but like the other guitar sounds, there's two of them on each white tick. so like things on 00:46:484 (3,4), etc, two repeat sliders would fit better here. like - Mmmm sure I can do that. Was mapping to the guitar whirring sound in the back, but i split it onto two 1/4 repeats in the later section so fixed this.
https://puu.sh/wP0rU/189f2a99b4.jpg
^Regarding this, it might also make sense to do it for the ones at like 00:29:347 (5), 00:31:049 (5), etc, since the guitar sound is the same. I think the sounds are different like, the guitar isn't as pronounced, and the hold is quite reasonable considering the density of instruments here and that buzzing sound at the back.
00:52:107 (1) - could be broken into circle+1/2 slider, consistent with...the rest of them in the area lol Yea i agree. Kept this originally because the vocal wasn't as pronounced.
00:53:096 (2) - this slider could be curved upward instead, its not a huge change but this would improve the flow from 1-2-3 in terms of allowing for better slider leniency. pretty optional lol Oh, yea good point
01:40:629 (1,2) - this gonna sound dumb but make 01:40:629 (1) - uglier than 2 because 1 still has the nasty screaming vocal whereas 2 goes back to the other one LOL okay sure.
01:46:197 (3,1) - move these closer? would be better for playability because of the timing. side note, 01:50:506 (3,1) - has a similar issue but the timing isnt as bad so..up to you on this one. same with 01:52:047 (3,1) - Yea, fixed these, ur right the timing makes the rhythm less predictable so lowering spacing helps players have more breathing room.
01:47:749 - shouldnt there be something mapped here? you skipped a sound in the guitar lol. not a lot of time until the offset shift so i can understand not mapping this tho, just wanna make sure its intentional The problem here is theres really not enough time to put something there and still expect players to click the next note, the rhythm isn't predictable due to the weirt timing. When pishi timed this he also recommended not mapping this and instead putting a larger spacing gap here to counteract the gap so thats basically what I did.
02:50:117 (2) - too clean, its part of the "ugly" combo and should be ugly made it ugly
02:55:471 (1,2,1,2,1,2,1,2,1) - I recommend starting this sequence on the top left, (so like 02:55:682 (1,2) - would be the first in the pattern), biggets reason is that the momentum the player has from 02:53:686 (1) - this super fast movement is better transitioned into the jump pattern if the first jumps are parallel to the slider. hope this makes sense lol, as it is now the momentum is kinda lost in the sharp switch in the angle. I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.eh. the repeat slider kinda 'trains' the player with the really fast up down motion so it makes more sense for the first jump to also be up down. sure the movement to the first pair of 1-2 follows this motion, but then the turn after kinda wastes the momentum if that makes any sense.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
Okay got the new jump testplayed by Dunois. He agrees the upward movement feels better so i'll fix it to how you suggested. I guess I can kinda see that since yea those three sliders kinda give people the idea that the next movement should be upward so even tho the jump downward looks like it flows well upward is what the player will be thinking is the next movement. Okay pro analysisHobbes2 wrote:
I think the current angle is quite reasonable... The player ihas a really fast downward movement built up from the repeat slider so the jump downward should be natural.eh. the repeat slider kinda 'trains' the player with the really fast up down motion so it makes more sense for the first jump to also be up down. sure the movement to the first pair of 1-2 follows this motion, but then the turn after kinda wastes the momentum if that makes any sense.
Also it sets up a nice angle for the final 3 jumps. Ehh... I can get some testplays if you think its a problem.
OD 9.4 is adequate in terms of dealing with notelock. This map is very largely 1/2 rhythm based so really the only sections that use 1/4 rhythms at this high of a bpm are 02:36:797 - 02:43:239 - . OD 9.4 is enough to counteract the potential notelocking here. A really good thread about notelocking can be found here: t/334458Hobbes2 wrote:
one last thing, I'd appreciate a higher OD (even 9.7, if not 10). not really sure why yours is so low, read the thread and didnt really see a good explanation.
EDIT - and i gotta check your changes lol
EDIT2 - also, could you reply to yuii in full? makes it easier for transparency and stuff
i wont close thisNaotoshi wrote:
http://itsalmo.st/#alientime
Do not nominate a beatmap if you cannot reasonably judge it. Being able to reasonably play a beatmap is a core part of being able to judge a beatmap’s quality. If you are multiple tiers below the playing level of the map we may call your ability to judge it into question.
This isnt how this rule works. You're hopelessly below this maps difficulty and a brand new beatmap nominator. If you think you're exempt from this rule simply because the difficulty is "only jumps and high bpm" you're incorrect.Hobbes2 wrote:
If anyone has a concern regarding my ability to judge the map, I'd respond with the fact that this map in itself isn't actually that complex. The difficulty itself comes from the high bpm + jumps more than anything. The play-ability concerns I had were addressed in my mod.
An action that I regretted and did not repeat. (also I could pass that map)Naotoshi wrote:
he's a modder with lots of experience, more kudosu than you, an experienced mapper, and aside from all of that the map has already 50 odd pages of discussion. if you want to objectively quantify and analyze his modding ability, be my guest. after all, you nominated a similar high star map, right? you should know what it takes.