最后难度还没in摆的吊 你行不行
你先把破烂8挖出来再说我不行wantuol wrote:
:roll: 最后难度还没in摆的吊 你行不行
Ascendance wrote:
highest diff
00:13:546 (15,16) - 1/6 play hard
01:47:660 (3) - should be 1/3, not 1/4. 1/4 listen more better
01:57:603 (3,4) - should be a 1/3 repeat slider synth
Ovoui wrote:
hey congratz dude, the map is pretty cool but some stuff bothers while playing the BE" diff
the BG resolution is too low, the background is ugly, you should take the BG of this set https://osu.ppy.sh/b/462700 if you have high resolution bg same is bg i will change
02:10:631 (1,2,1,2) - maybe those jump are a too much large, especially this one 02:10:974 (1,2) -
01:28 Zero__wind: 02:10:288 (1,2,1,2,1,2) - 这个梗实在是……好嗨远
01:28 Zero__wind: 刚才打的时候感觉自己他妈飞了起来
01:31 [Mahua]: 最后这几个nc是回血用的(
i idk is ok
00:19:203 (1) - this slider should finish here 00:19:374 - because the sound here 00:19:460 - is insignificant compared to the sound here 00:19:374 -
i dont think so..
00:05:317 - i think it's overmapped ?
000:04:688 - you forgot a sound here! ?
01:56:917 (2,1) - this overlap looks a bit messy can you give me a better place to take it?
btw nice hitsounds!
why must jump? its heavy and deepHula wrote:
[BE]
00:53:488 (1,2,3,4) - This was really underwhelming and underspaced, it should be higher spacing, it doesn't make sense to go from jumps to less than jumps.
look creator's wordKaine wrote:
Random question; what does BE mean
either of those have better quality if you actually want to change:[Mahua] wrote:
if you have high resolution bg same is bg i will change
Ovoui wrote:
it's not exactly the same but it's pretty similar and it has a better resolution http://puu.sh/qLjEB.jpg no
can you translate it please i don't speak chinese sorry ><
01:28 Zero__wind: 02:10:288 (1,2,1,2,1,2) - 这个梗实在是……好嗨远
01:28 Zero__wind: 刚才打的时候感觉自己他妈飞了起来
01:31 [Mahua]: 最后这几个nc是回血用的(
it can get hp when you play to the end so i dont think it hard
about 01:57:260 (1) - something like this should be ok https://osu.ppy.sh/ss/5915134 then you just have to fix the following pattern no
Lasse wrote:
either of those have better quality if you actually want to change:[Mahua] wrote:
if you have high resolution bg same is bg i will change
http://puu.sh/qLiZu/897babf0f2.jpg (16:9, would recommend this one, but I had to cut a little from top and bottom)
http://puu.sh/qLj0X/9ce5dd0ab4.jpg (wouldn't recommend because it gets stretched for most people, but it's the original image in better quality)
don't know if the difference is worth it to you though
or maybe someone can provide an even better quality version
thx and i will find IamKwaN to dq and change
BE" diff is nice, liked the hitsounding, but I don't really think that cheering crowd hitsound fits the song at all... maybe you need to see the SIN movie..
also as already pointed out 00:13:631 - is definitely not 1/4, how about mapping 00:13:546 (15) - as a 1/3 slider http://i.imgur.com/57Tk0kx.jpg
would fit with that held sound and 00:13:660 - would be correctly snapped dont think it good...
Haha, cute.IamKwaN wrote:
Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.
First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.
At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.
At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.
I may have a look at the snapping issues pointed out by you guys later too.
I immediately imagine a storyboard about thisIamKwaN wrote:
Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.
First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.
At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.
At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.
I may have a look at the snapping issues pointed out by you guys later too.
thx for kwan helpingIamKwaN wrote:
Let me clarify about the special hitsound usage for Mahua, as he found difficulty expressing the reason behind in English. Personally, I find the justification provided by him pretty convincing.
First of all, HELIX is a sequel of another song, SIN, composed by ESTi, as shown in the background image of the set. Following the precedent, 'special' hitsounds are used in this set to create a storyline throughout difficulties intentionally. After listening to Mahua's description, I summarize the plot myself briefly as follows. You may call the story Shingeki no Vampires.
At the beginning till 00:43:888 - , we, players of the map, are hiding ourselves from the attack of vampires. And starting at 00:43:888 - , we get caught. So, it is the first time we feel panic and consequently, we escape exhaustively and gasp drastically. Probably we have to run away more carefully from then on.
At 01:38:746 - , the scream is expressing the emotion we are discovered again. Then we try to disappear silently and carefully but in vain. Screaming appears again at the kiai (i.e. 02:00:688 - ) because we fail to run away from devil's clutches and are captured again.
I may have a look at the snapping issues pointed out by you guys later too.
Hula wrote:
As for the hitsuonds, i'd like to add that there was missed opportunity for basic hitsounding to emphasise
00:44:403 (3,4,5,6,1,2,1,2) - here for instance, hitsounding was not used to emphasise that this pattern follows that bep ebep ebepepebepbebp thing. so?
01:27:774 (1) - this too. this too.
Hitsounding has effort where it isn't required =]
I don't want to get too involved in this set, soz.
and my comment on page 5 about the spacing thing, would like an answer on that, since it was pretty bad to play It's intentionally made to be an antijump here. I've asked several other players and it seems fine to them. I'll think it over if anyone else points this out again.
Koiyuki wrote:
have to be fixed
01:47:660 (3) - 1/3 ok
others are fine after lks remix, lks god.