fuck hr playersChara wrote:
also your diff is anti-hr farming because of the cs, thank
fuck hr playersChara wrote:
also your diff is anti-hr farming because of the cs, thank
Thank you for your concern! Though, I'd prefer if you gave actual concerns that I could address rather than accusing my map of being low quality. As an experienced mapper and a former nominator, I pride myself in being able to create readily rankable, high quality difficulties. In no way am I defending the actions of what happened (personally, I think it's fine), but I have enough confidence in my own mapping ability to give Nozhomi the "ok" to go through with this. This is not abuse of the system. It wasn't a speedrank by any means, and we didn't push a low quality difficulty forward. If you desire to have this map DQ'd, have the top modders approach and leave their concerns in a way that I can agree enough to have the map taken down.Tyrell wrote:
I think the CTB diffs need to be further modded before it is qualified. I understand that the Osu standard diffs are ready but that doesnt mean the Osu Catch diffs are. I think they should be reviewed by the community at least a little bit since major changes seemed to have been made and no one took a look after these major changes. If we allow maps like this to carry along other modes without proper mods, people will continue this to abuse the system. I would hope this map is DQ'd so at least some top modders can give more insight on it.
One of my main problems with this map is the ar9.8 and CS2. I understand why you did this but I still feel ar9.8 is too much and ar9.5 or 9.6 will suffice just fine. I would also argue to make the CS 3 for better readability but people are gonna only HR it anyways so that can remain CS2. I just want some other members of the community to actually look at and polish this map before it enters ranked.
You seem to have assumed what I meant in my post... I am not implying you're a bad mapper or your map being "low quality" but I am saying I am sure it could use some more polish or at least more opinions and intake from the community. You playtesting a lot means nothing because everyone will playtest their map a lot and claim it is in the best condition it can be. You're no one special so why should you be able to rank a map with little to no mods, you should follow the same procedures as other mappers. It isn't so much about the map but principle of the matter. Maps are supposed to get input from the community before getting ranked and this map hasn't had much input. That is why I want a DQ on this set.Ascendance wrote:
Thank you for your concern! Though, I'd prefer if you gave actual concerns that I could address rather than accusing my map of being low quality. As an experienced mapper and a former nominator, I pride myself in being able to create readily rankable, high quality difficulties. In no way am I defending the actions of what happened (personally, I think it's fine), but I have enough confidence in my own mapping ability to give Nozhomi the "ok" to go through with this. This is not abuse of the system. It wasn't a speedrank by any means, and we didn't push a low quality difficulty forward. If you desire to have this map DQ'd, have the top modders approach and leave their concerns in a way that I can agree enough to have the map taken down.
Your problem with the map has been addressed earlier, as well as through previous playtests that I've gotten before resending this to Nozhomi. I had AR9.6 before, but the BPM, paired with the CS and high density pattern called for something higher to ensure reading ability wasn't impaired. I won't change the CS, as it was the core idea behind this difficulty (making a generic cs4 overdose for a song this short would be boring and unimaginative, and I feel it fits fine.
Again, thank you for your concern, but I don't believe there's anything to be particularly concerned about. I look over my own work several times before submitting it, and I'm proud of this difficulty in and of itself.
Can't really begin to say how horrible it feels to ask for mods on this, receive none, get it qualified, and suddenly everyone starts to say "this should have been modded more, this should be higher quality". I'm not targeting you directly Roseus, but I'd rather like to use your statement to bring up a VERY big issue in the CtB community. Too many times, mod requests are simply ignored because of various reasons. I've been asking around for 2 months for feedback, and the only person kind enough to do so was JBH. Even Chara gave valid feedback and criticism as to why he believed the map wasn't ready. Although I declined it, he at least did the right thing and didn't blatantly ask for DQ after the map was qualified. I'm tired of working my ass off to find modders for months, only to have my sets pushed forward and then suddenly the entire modding community appears. It's horrible, rude, and disrespectful towards the work of the mapper and the nominators who worked to push this forward.RoseusJaeger wrote:
There are a couple questionable jumps in Rain that I would perceive as edge dashes, but otherwise the map is fine. HOWEVER, I do believe the ctb diffs should have received some mods just to ensure they HAD been looked at than just relying on the mapper's complete judgement. Even most experienced mappers can make mistakes.
I'm not saying this map should be DQ'd, but it should have been more evaluated to ensure quality on the CTB side.
Also: Playtests aren't mods. Anyone can playtest but that doesnt provide proof that the map was looked at without irc logs at LEAST my old pc broke (using my friend's laptop that i borrowed which has a shit ton of input lag so i cant test my stuff recently lolz) Howeverrrrr playtests often provide valuable feedback towards the mapper, so while I wouldn't consider them mods, they can often make the mapper see things he otherwise can't.
Playtests are valuable to an extent but they are basically the first half of modding since ALL modding should include test plays.Ascendance wrote:
Can't really begin to say how horrible it feels to ask for mods on this, receive none, get it qualified, and suddenly everyone starts to say "this should have been modded more, this should be higher quality". I'm not targeting you directly Roseus, but I'd rather like to use your statement to bring up a VERY big issue in the CtB community. Too many times, mod requests are simply ignored because of various reasons. I've been asking around for 2 months for feedback, and the only person kind enough to do so was JBH. Even Chara gave valid feedback and criticism as to why he believed the map wasn't ready. Although I declined it, he at least did the right thing and didn't blatantly ask for DQ after the map was qualified. I'm tired of working my ass off to find modders for months, only to have my sets pushed forward and then suddenly the entire modding community appears. It's horrible, rude, and disrespectful towards the work of the mapper and the nominators who worked to push this forward.RoseusJaeger wrote:
There are a couple questionable jumps in Rain that I would perceive as edge dashes, but otherwise the map is fine. HOWEVER, I do believe the ctb diffs should have received some mods just to ensure they HAD been looked at than just relying on the mapper's complete judgement. Even most experienced mappers can make mistakes.
I'm not saying this map should be DQ'd, but it should have been more evaluated to ensure quality on the CTB side.
Also: Playtests aren't mods. Anyone can playtest but that doesnt provide proof that the map was looked at without irc logs at LEAST my old pc broke (using my friend's laptop that i borrowed which has a shit ton of input lag so i cant test my stuff recently lolz) Howeverrrrr playtests often provide valuable feedback towards the mapper, so while I wouldn't consider them mods, they can often make the mapper see things he otherwise can't.
Who does? It depends on the diffs themselves. I think we all can agree that this is a kind of gimmicky, experimental overdose, which should have received more attention in the first place. The fact that noone wanted to mod it is unfortunate, and it is also unfortunate that people give their opinion on something without the proper methods and reasoning. Me and Zak were not modding it because we want to make anyone upset, but because we saw problems on the highest diff which didn't get adressed yet and we see them as mandatory to fix. Please don't take it as an offense, but rather a help. I'm also speaking to the people who also see problems in the highest diff; when Ascendance is going for the DQ, then now is your chance to point out your perspective WITH proof.Ascendance wrote:
Edit: I've had GD's qualified and fully ranked with no mods on them. This is nothing new, people. Please don't direct attacks based on this observation.
Welcome to my worldMaruyu wrote:
Saying it's ok to dq and qualify again like it's nothing xd
You guys really should start modding if you really think "subpar" maps are getting ranked
Zak wrote:
I wasn't asked to come look at this but saw the discussion so I tried the map out. I actually like how this map is trying something new with CS2 but I do believe this can be improved some.
I personally believe the AR could definitely be toned down from 9.8 back to 9.6, while higher AR usually does help with lower CS, the angles used on many of the sliders makes it kinda hard to follow and 9.6 would help ease up on that. (And no it's not because I struggle at high AR, I FC'd in only a few tries) As I said, the density is the main reason I've kept AR 9.8. Especially near the end, the patterns can be a bit tricky to read with a lower AR, so I think keeping it like this is fine.
As for patterns:
00:13:727 (4,5) - I think that the jump into this slider is a bit too sharp especially considering how 4 is a hyper, I'd ease up on this a little bit. okay, I watered it down a bit.
00:15:077 (4,5) - It might just be me, but this also feels a bit rough. yeah
00:16:877 (1,2,3) - I feel like 1 and 3 being curved sliders is unnecessary because while playing I feel like I need to go further to the left and then I've suddenly gone too far and I miss, maybe make them straight sliders just going left? I tried that and I thought it flowed better. Gonna disagree here, I wanted to use these sliders for that specific noise since (in my opinion) the rhythm here seems circular. I wanted the catcher to feel like it was going out slowly and then sharply coming back in (the 1/4 dashes) and I think I captured that quite well.
00:21:977 (2) - Maybe Ctrl-G and move it a bit left? I'd maybe also make 00:21:677 (1) - slighty more vertical? no change on the first slider but I did tilt the second one a bit.
00:27:077 (1) - This slider also feels a bit much considering the 2 objects before it are both hypers, while the sliders being used for the exact same sounds just before are much more tame, I'd move the sliderhead to make the slider more vertical while keeping the rest of this part the same, tried x:376 and it looked nice. I didn't change the angle of the slider (it's meant to be ascending in difficulty) but I moved to your location and it was much better.
If anyone else has any concerns with the map, it would definitely be best to bring them up now, instead of delaying this any further.
Thank you all for your concerns.Tenshichan wrote:
Its damn late right now but I wanna give my 2 cent before going to sleep
First of all, the AR 9.8 is way too high. I'm fine with the CS2 used it plays well but the AR needs to be nerfed to around 9.5 or at max 9.6 as Zak already suggested. As above.
00:03:677 (1,2) - Spacing should be consistent with 00:04:277 (1,2) - which is basically the same lol it was only 1 grid cmon :\
00:05:777 (3,4,5,6) - You usually give your quads a "curving" here so this kinda looks out of place, I tried something like here and it plays & looks a little better ok
00:08:027 (1,2,3) - Playable, but I would still rather make the sliders less vertical, because then there is more leeway and doesn't need that "abrupt stop" These are intended to be tap dashes, which is why I made them full vertical. This clearly indicates their intention and shouldn't give any trouble
00:11:327 (5) - As the ones before in these patterns, this may also have a slight angle I don't think it affects gameplay that much It plays fine to me out of the preivous pattern
00:12:827 (5,6,7,1) - The problem here is that the angle and the speed of the dashes make this really hard and annoying; solutions could be either: reduce the distance of the gaps between the sliders OR make (6) and (7) face the other direction This type of structure is used commonly throughout the map, I don't find it too particularly challenging
00:13:727 (4,5) - Too snappy for me; would nerf this by making (5) not completely horizontal for example fixed a bit in zak's post
00:14:177 (6,7) - You mapped similar patterns before with a hdash in between, why not use it here too? the vocals are in quicker succession, so I tried to make it more noticeable that they are different.
00:15:227 (5,6,7) - At least (5) and (6) should have more movement to them instead of being almost straight. Considerably 7 too which could also make a better flow onto the next slider. tilted them a bit
00:17:327 (3,4) - Beat doesn't feel strong enough for a hdash tbh. The part involving this in general has a lot of hdashes, and while the other beats do deserve one, in comparison, this doesn't If this one doesn't deserve an hdash, then a lot of hdashes in this section don't deserve one. I explained my reasoning for these in the quote above.
00:17:627 (4,1,2) - (4,1) is a very extreme jump so I think at least (1) should be adjusted accordingly by making it more diagonal, basically the same as 00:08:027 (1,2,3) - so with a better flow & won't feel so "abrupt". (2) could also be considered to be the same as (1) in case you apply the change. sure, also tilted them a bit more for ease of play
00:19:502 (2) - Might be too much on the left; moved 1 grid right xd
00:20:027 (5) - Compared to the rest of the map and the spacing you usually use, this could have a little more distance to the right. made it more repeat slider-y
00:21:527 (4,1) - Also very snappy; I would advise here as well to make (1) more diagonal. x:280 or at least x:272 I'd say suits better changed in zak's mod
00:22:127 (3) - I know you are mapping this heavily with those "straight" sliders but I feel like in this case it could use a neat curving so you can kinda "flow-dash" into it more. sure!
00:36:827 (2,3) - no usage of hdash, while 00:38:027 (2,3) - has one, albeit being basically the same music-wise, consistency here maybe? ok!
00:41:927 (4) - Very nazi, but in comparison to 00:41:627 (2) - it should be at x:168 or x:160 lolz
To summarize it up; The main problems I saw are in the first half of the map, while the second half feels very good to play and has a good flow. But I definately agree on the other people that posted here, that it needs more mods before it is ready and that the DQ should happen. I tried hard in my mod to not waver from your style too much that you utilize in this map but if you feel that some suggestions are just completely off then feel free to ignore them~
osu file format v14
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AudioLeadIn: 0
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GridSize: 8
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Title:220 - Kumano
TitleUnicode:220 - Kumano
Artist:saradisk
ArtistUnicode:saradisk
Creator:Nozhomi
Version:Ascendance's Kumanoverdose
Source:艦隊これくしょん -艦これ-
Tags:kancolle kantai collection okorin okoratu maruyu yuzu- xinely ascendance
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Thank you!Absolute Zero wrote:
[The Overdose Thing (With the Little Ability I Have To Play Harder Maps)]
00:01:877 (4) - I understand you're hitting a white tick here, but I don't hear any sound that justifies a note here. Remove the repeat. If I remove this, then stuff like 00:01:727 (3) - would have to be removed too. Even though it's not a primary sound, the 1/2 keeps beat consistency, which I prefer here.
00:04:877 (1,2,3,4) - This stream feels really weird because compared to the other groups of streams, this one requires a much sharper movement. confined it a bit more.
00:05:627 (2,3) - Movement is kinda choppy here because of a forced extra dash. fixed previously.
00:10:127 (3,4) - Face (3) to the left instead so that the movement is more natural to (4). err I disagree here, the vertical 1/4 is a common structure in this diff and it plays fine in my opinion
00:19:577 (3,4) - Are you sure you want such a strong dash here? The voice doesn't peak until 00:20:027 (5). Yup, imo 00:19:502 (2,3) - and the head of 00:19:727 (4) - create a very unique vocal pattern that I wanted to clearly emphasize here.
00:23:027 - Why miss the voice here if you follow it before? I would add a hitcircle here. Explained it above, but the song comes to a brief halt that I want to enunciate in this section.
00:27:377 (2,3,1) - Ack, the sudden forced back-forth here plays strangely. Perhaps you should use a different pattern. didn't change the pattern but watered down the distances instead.
00:32:477 (1) - Make a repeat slider here instead (extend to a repeat slider). It matches the next beat. Also explained my reasoning earlier for this
00:33:527 (6,1) - This movement here feels really awkward to me because of the snap to the left (1) requires. Slant the slider less, Ctrl+G and simplify the movement, or change the pattern altogether. watered distances again
00:42:677 (1,2) - I find this pattern strange after 00:42:077 (1,2,3,1,2,3) because it forces the catcher to make an uncomfortable movement at the end. Lower distancing. lowered!
Some of these comments may be old as I didn't get a chance to post this yesterday, unfortunately. Hopefully there's not too many overlaps
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TitleUnicode:220 - Kumano
Artist:saradisk
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Creator:Nozhomi
Version:Ascendance's Kumanoverdose
Source:艦隊これくしょん -艦これ-
Tags:kancolle kantai collection okorin okoratu maruyu yuzu- xinely ascendance
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168,232,15527,2,0,L|184:312,1,60,2|12,0:2|0:3,0:0:0:0:
424,304,15677,6,0,L|440:160,1,120,12|0,0:3|0:0,0:0:0:0:
360,136,15902,1,0,0:0:0:0:
160,232,15977,2,0,L|80:240,1,60,2|0,0:2|0:0,0:0:0:0:
360,136,16127,2,0,L|440:112,1,60,12|0,0:3|0:0,0:0:0:0:
160,232,16277,6,0,L|136:96,1,120,0|2,0:0|0:2,0:0:0:0:
440,352,16577,2,0,L|440:224,1,120,0|0,0:0|0:0,0:0:0:0:
352,192,16802,1,0,0:0:0:0:
88,344,16877,6,0,P|48:280|104:192,1,180,12|0,0:3|0:0,0:0:0:0:
336,176,17177,2,0,L|416:168,1,60,2|0,0:2|0:0,0:0:0:0:
160,64,17327,2,0,P|120:120|192:192,1,180,12|0,0:3|0:0,0:0:0:0:
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160,344,17777,6,0,L|128:264,1,60,12|12,0:3|0:3,0:0:0:0:
336,184,17927,2,0,L|352:112,1,60,2|12,0:2|0:3,0:0:0:0:
40,32,18077,6,0,L|72:176,1,120,14|0,0:3|0:0,0:0:0:0:
136,192,18302,1,0,0:0:0:0:
352,272,18377,2,0,L|456:272,1,60,2|0,0:2|0:0,0:0:0:0:
160,360,18527,6,0,L|144:224,1,120,14|0,0:3|0:0,0:0:0:0:
232,184,18752,1,0,0:0:0:0:
400,96,18827,2,0,L|464:96,1,60,2|0,0:2|0:0,0:0:0:0:
136,96,18977,2,0,L|0:96,1,120,4|4,0:3|0:3,0:0:0:0:
336,352,19277,6,0,L|352:232,1,120,12|0,0:3|0:0,0:0:0:0:
272,192,19502,1,0,0:0:0:0:
432,104,19577,2,0,L|496:104,1,60,2|0,0:2|0:0,0:0:0:0:
184,80,19727,2,0,L|64:80,1,120,0|8,0:0|0:3,0:0:0:0:
184,184,20027,1,12,0:3:0:0:
64,352,20177,2,0,L|56:208,1,120,2|2,0:3|0:2,0:0:0:0:
472,96,20477,6,0,L|272:112,2,180,14|14|2,0:3|0:3|0:2,0:0:0:0:
304,248,21077,1,14,0:3:0:0:
432,360,21227,2,0,L|432:264,1,60,8|2,0:3|0:2,0:0:0:0:
216,192,21527,1,2,0:2:0:0:
480,48,21677,6,0,L|288:112,1,180,14|0,0:0|0:0,0:0:0:0:
72,168,21977,2,0,L|144:176,1,60
392,336,22127,2,0,P|435:260|424:152,1,180,14|0,0:3|0:0,0:0:0:0:
224,88,22427,2,0,L|144:88,1,60,0|0,0:0|0:0,0:0:0:0:
416,280,22577,5,14,0:3:0:0:
473,276,22652,1,0,0:0:0:0:
504,227,22727,1,14,0:3:0:0:
482,173,22802,1,14,0:3:0:0:
426,160,22877,1,14,0:3:0:0:
176,304,23177,6,0,L|160:176,1,120,2|2,0:0|0:0,0:0:0:0:
296,208,23477,2,0,L|304:80,1,120,14|0,1:3|0:0,0:0:0:0:
144,64,23777,2,0,L|8:64,1,120,2|0,1:2|0:0,0:0:0:0:
424,328,24077,6,0,L|448:192,1,120,14|0,1:3|0:0,0:0:0:0:
312,240,24377,2,0,L|288:112,1,120,2|8,0:0|1:3,0:0:0:0:
456,64,24677,2,0,L|208:72,1,240,10|2,1:2|0:3,0:0:0:0:
344,160,25127,1,2,1:2:0:0:
48,344,25277,6,0,L|32:216,1,120,14|0,1:3|0:0,0:0:0:0:
192,248,25577,2,0,L|216:120,1,120,2|8,0:0|1:3,0:0:0:0:
24,88,25877,2,0,L|264:112,1,240,10|2,1:2|0:3,0:0:0:0:
128,184,26327,1,2,1:2:0:0:
448,352,26477,6,0,L|456:160,1,180,14|0,1:3|0:0,0:0:0:0:
360,120,26777,1,2,0:0:0:0:
144,96,26927,1,12,1:3:0:0:
376,168,27077,6,0,L|152:176,1,180,14|0,1:3|0:0,0:0:0:0:
104,176,27377,1,2,0:0:0:0:
336,256,27527,1,12,1:3:0:0:
48,336,27677,6,0,L|40:224,1,80,14|2,1:3|0:0,0:0:0:0:
136,200,27877,1,2,0:0:0:0:
440,208,27977,2,0,L|448:120,1,80,14|2,1:3|0:0,0:0:0:0:
352,72,28177,1,2,0:0:0:0:
48,48,28277,5,14,1:3:0:0:
320,144,28577,2,0,L|312:264,1,120,2|2,0:0|1:3,0:0:0:0:
232,304,28802,1,0,0:0:0:0:
48,344,28877,6,0,L|32:216,1,120,2|2,1:3|0:0,0:0:0:0:
200,192,29177,2,0,L|344:176,1,120,2|2,1:3|0:0,0:0:0:0:
168,96,29477,2,0,L|32:80,1,120,2|2,1:3|0:0,0:0:0:0:
448,96,29777,2,0,L|448:224,1,120,2|2,1:3|0:0,0:0:0:0:
152,256,30077,5,2,1:3:0:0:
271,271,30227,1,2,0:0:0:0:
390,286,30377,1,2,1:3:0:0:
271,271,30527,1,2,0:0:0:0:
152,256,30677,2,0,L|24:240,1,120,2|2,1:3|0:0,0:0:0:0:
456,208,30977,2,0,L|472:80,1,120,2|2,1:0|0:0,0:0:0:0:
208,104,31277,6,0,L|80:88,2,120,2|2|2,1:3|0:0|1:3,0:0:0:0:
344,128,31727,1,2,0:0:0:0:
192,312,31877,2,0,L|184:176,1,120,2|2,1:3|0:0,0:0:0:0:
464,208,32177,2,0,L|480:64,1,120,2|2,1:3|0:1,0:0:0:0:
112,48,32477,6,0,L|96:120,1,60,2|0,1:3|0:0,0:0:0:0:
280,144,32777,2,0,L|304:288,1,120,2|2,1:3|0:0,0:0:0:0:
136,280,33077,1,2,1:3:0:0:
248,224,33227,1,2,0:0:0:0:
248,104,33377,1,2,1:0:0:0:
128,64,33527,1,2,0:0:0:0:
464,96,33677,6,0,L|344:104,1,120,6|2,1:2|0:2,0:0:0:0:
80,136,33977,1,8,1:0:0:0:
208,192,34127,1,2,1:2:0:0:
88,344,34277,6,0,L|80:224,1,120,4|2,1:3|0:0,0:0:0:0:
352,168,34577,1,8,1:1:0:0:
488,144,34727,1,2,0:0:0:0:
344,56,34877,6,0,L|208:48,1,120,4|2,1:3|0:0,0:0:0:0:
496,288,35177,1,8,1:1:0:0:
368,328,35327,1,2,1:2:0:0:
224,296,35477,6,0,L|208:176,1,120,2|2,0:3|1:2,0:0:0:0:
496,48,35777,2,0,L|376:64,1,120,8|2,1:0|0:0,0:0:0:0:
32,208,36077,6,0,P|128:232|296:200,2,240,4|8|4,1:3|1:0|1:3,0:0:0:0:
152,136,36827,1,2,0:0:0:0:
504,144,36977,2,0,L|384:136,1,120,8|2,1:0|0:0,0:0:0:0:
40,72,37277,6,0,L|304:88,2,240,2|10|0,1:2|1:0|0:0,0:0:0:0:
176,72,38027,1,2,1:2:0:0:
464,296,38177,2,0,L|472:160,1,120,8|2,1:0|0:0,0:0:0:0:
128,224,38477,6,0,L|8:240,1,120,2|2,1:3|0:0,0:0:0:0:
400,288,38777,2,0,L|416:152,1,120,2|2,1:3|0:0,0:0:0:0:
152,56,39077,1,2,1:3:0:0:
54,112,39227,1,2,0:0:0:0:
76,222,39377,1,2,1:3:0:0:
187,238,39527,1,0,0:0:0:0:
472,120,39677,6,0,L|328:120,1,120,2|2,1:3|0:0,0:0:0:0:
104,120,39977,2,0,L|-40:120,1,120,2|2,1:3|0:0,0:0:0:0:
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48,304,40577,2,0,L|208:312,1,120,2|2,1:3|0:3,0:0:0:0:
464,312,40877,5,2,1:3:0:0:
336,248,41027,1,2,1:3:0:0:
472,168,41177,1,2,1:3:0:0:
344,64,41327,1,2,1:3:0:0:
48,312,41477,5,2,1:3:0:0:
176,248,41627,1,2,1:3:0:0:
296,168,41777,1,2,1:3:0:0:
168,104,41927,1,2,1:3:0:0:
32,48,42077,5,2,1:3:0:0:
256,80,42152,1,0,1:3:0:0:
480,112,42227,1,2,1:3:0:0:
480,48,42377,5,2,1:3:0:0:
256,80,42452,1,0,1:3:0:0:
32,112,42527,1,2,1:3:0:0:
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32,320,42977,1,8,1:2:0:0:
Ascendance making the roast pretty litAscendance wrote:
Not changing CS, not changing AR. Open to all mods that will improve the various gameplay issues that have been brought up. If no one speaks out, I'll assume there is nothing more to fix, and we can move on.
Also, I will never edit a map to make a mod more accessable. All of my mapping is oriented for optimal nomod play, I couldn't care less if my map isn't challenging with HR.
Play it on dt if u want some challenge thenNelly wrote:
Playing HR on CS2 is pointless. Maybe CS3 would be some challenge
CS2 is actually more challenging on nomod :/Nelly wrote:
Playing HR on CS2 is pointless. Maybe CS3 would be some challenge
I readdressed one of the patterns you brought up btw and applied it. I thought I'd let you know since I revisited it.Chara wrote:
CS2 is actually more challenging on nomod :/Nelly wrote:
Playing HR on CS2 is pointless. Maybe CS3 would be some challenge
(also difficulty modifiers are not of the upmost priority when it comes to mapping anything)
Thank you! I'm waiting on deif and then mbomb to push this back forward again just so I can be sure it's acceptable so I don't cause more issues for Nozhomi. Thanks for taking your time to give criticism and feedback towards improving my map <3Zak wrote:
Just tried the Overdose again and I think it's playing a ton better now than before, if no one else has anything to add to this I'd have no problem with this getting pushed through now. Also tried the Rain and it seems perfectly fine as well.
My respects, dudeAscendance wrote:
Dunno what else I'm supposed to say really lol Not here to be someone else's mapping slave. I decide what the outcome is, and that's all there is to it, really. The job of modders, nominators, or even QATs is not to change your map or fix it. It's to give you advice on what they would do. In no way do you have to follow said advice.