So, what will happen next?
Halfslashed wrote:
00:09:301 (2) - Given that there's a metronome reset earlier than 1/1, it's better to be safe than sorry and just end this at 00:09:837. There are even stronger beats present on that slider end.
Let's just say that it's been done before and it'd be more controversial to talk in the Paraclete set I did than in this set since Snow Drive is fairly basic in its rhythm.Halfslashed wrote:
The slider rhythm isn't a problem, it's more of the fact that you chain so many in a row. Doesn't seem too big, but I know most people wouldn't be able to get away with these differences with an Easy -> Normal progression like this on a more regular BPM.
High BPM music will always have more density than songs with a more regular BPM, and thus requires more difficulties to ensure a good spread for players of all levels. Additionally, just because something has been ranked before, doesn't mean that it's okay now.Kroytz wrote:
@Halfslashed
Thank you for your input~ but I must say that high bpm music will always have more density than songs with a more "regular BPM".HalfslashedFirst, I'll say that this isn't necessary since the metronome reset is only 14ms and the player has a 1/1 gap to react to the incoming slider. Other songs with metronome resets this small don't really change anything to accommodate for it. If it was as large as a 1/4 reset, then possibly but currently it's as big as a 1/16 lol.00:09:301 (2) - Given that there's a metronome reset earlier than 1/1, it's better to be safe than sorry and just end this at 00:09:837. There are even stronger beats present on that slider end.HalfslashedThe slider rhythm isn't a problem, it's more of the fact that you chain so many in a row. Doesn't seem too big, but I know most people wouldn't be able to get away with these differences with an Easy -> Normal progression like this on a more regular BPM.
Let's just say that it's been done before and it'd be more controversial to talk in the Paraclete set I did than in this set since Snow Drive is fairly basic in its rhythm.
Even in 200bpm, a song that is comprised of mostly 1/4s will be much denser and the jump from one undermapped diff to another undermapped diff will be quite big when it comes to density. When you're referring to songs of a "regular BPM" and here I'll assume your typical 180bpm TV size song, then density doesn't become an issue because the song is naturally slower and will provide more gaps in time between each circle. You can't compare high bpm songs to low bpm. A 300bpm comprised of all 1/1s would just be as inflated when it comes to difficulty as you can imagine. If someone were to make it based off of mostly 1/2s, it'd probably already be a 4.5* insane even if it wouldn't feel like one (and this is keeping it simple).
The rest of what you've said in your post is simply comparing the density between difficulties, so rather, try to compare the mechanics of play between each diff. Hard doesn't introduce streams, but insane introduces a single 5 beat stream and a couple repeat sliders. And after Insane, the extras introduce a bit more and more. Normal introduces basic rhythm and so does Hard! The hard difficulty follows mostly standard DS and 1/1 1/2 rhythm, similar to the Normal of having 3/2s and 1/1s, we've now become more dense in introducing 1/2s and replacing 3/2s. No 3/4 shenanigans or triples that some other Hard diffs in "regular BPM" use. It only tones down the overly long sliders of Normal to be kept more to the music while the 1/2s follow the fast vocals. And for the Insane, it varies a bit with circles on the vocals but still lots of 1/2s and 1/1s, just not DS'd.
For the record, I have gathered many testplays on every diff throughout the course of Q4 2016, and made sure that the diffs were playable to their intended audience. NHI for the five and six digit players, and the rest on varying skills from five digits to the single digits. Especially for the NHI diffs where I would go into low rank multiplayer lobbies and see where people may mess up on and for the most part, everything seemed okay. With what happens in high bpm songs on lower diffs is that density becomes evident and the player has to react to the speed of the song rather than the complexities within the map.
Here's a credit to Bluepencil- who is a rank 167,000 player who managed to FC the Hard difficulty on his 3rd submitted score:
YT Video.
Shiirn wrote:
how to completely fucking ignore the music and vocals and map practically and functionally random cross-screen 1/2s that change momentum and rotation at unpredictable points and in general is a bloody mess to look at. and that's just the kiai.
i hope you're banking on more than bullshit meme power to get this ranked, otherwise you might as well give up while you're ahead. The jump sections (all 20+ of them) need a complete do-over. I'm rather bored of seeing people map literally randomly placed jumps. At least have some basic concept of momentum or cursor positioning. And get a sense of rhythm, while you're at it.
Monstrata wrote:
Maybe don't aim to rank/qualify a map on specific dates so there's not so much stress in fending off otherwise helpful remarks.
big thank!3312 wrote:
vakekok
[Anx's N]
tbh theres kinda too much overlaps even tho i kno its like 4/1 buts its still kinda taxing for new players to read idk - not really confusing i think. i used the same positions of previous notes repeatedly, but nothing like overlaps.
also im kinda confused on where you're focusing at,sometimes you focus on vocal and suddenly you focus on the drums/snares/idk - focus on whatever is most prominent is how i roll tbh. always worked for me.
01:12:500 (3) - nc since the girl strts talking again in here - applied
01:35:804 - y dont put a note here,feels kinda fitting if you put a note here tbh - trying to play it safe and avoid issues that involve spinner gap on lower diffs. if a BN/QAT specifically says thats its fine to map this, ill do it.
01:41:965 (3,1) - feel kinda clunky for new players to play - changed the angle
02:07:679 (2,3,1) - why didnt you make it straight like what u did w 02:08:750 (2,3,1) - n 02:09:822 (2,3,1) - as much as i love straight sliders, i feel even this part would feel too stiff if i didnt add something to BREAK THE SNOW
02:12:500 (3,4) - would be better if you can try to blanket this but idk doesnt rlly look like possible - its possible, and i just fixed it. hoo hah!
02:43:572 (1,2,3,1,2,3,4) - kinda feels weird that you only put a long reverse slider (1/1 1/2 idk) 02:43:572 (1) - in a part with the same sound repeated several times - if i kepy with the 1/1+1/2, it would feel repetitive as all hell, and definately not exciting to play.
03:00:715 (1,2) - parts like this are better if mapped like this imo - id be ignoring alot of drum kicks if i did that. drums take more priority than the synth imo.
thanks yall http://puu.sh/tVwNY/5f94077a47.osuYukiyo wrote:
Kroytzforcedasked me to look at Anxient's Normal so here I am
-> check all blankets again
-> read thisIRC log where I started modding2017-02-09 16:44 Kroytz: okay yukiyo
2017-02-09 16:44 Kroytz: unfortunately its still a mod req but, on a single difficulty. normal level. its for snow drive ><;;
2017-02-09 16:44 Kroytz: i got a different request
2017-02-09 16:44 Kroytz: do you thinkyou can help?
2017-02-09 16:44 Yukiyo: normal difficulty?
2017-02-09 16:44 Yukiyo: Ugh
2017-02-09 16:44 Kroytz: goes by quickly at least~
2017-02-09 16:44 Kroytz: free KD tho? ;D
2017-02-09 16:45 Yukiyo: I don't think I can keep up with high level disscussions on normals
2017-02-09 16:45 Yukiyo: i dont kd - he lied.
2017-02-09 16:45 Kroytz: eh
2017-02-09 16:45 Kroytz: I guess
2017-02-09 16:47 Yukiyo: do ppl even blanket these days?
2017-02-09 16:47 Kroytz: yes
2017-02-09 16:47 Yukiyo: well I guess anxient doesn't - coz i suck at it.
2017-02-09 16:47 Kroytz: ahah..ha..ha.
2017-02-09 16:48 Yukiyo: [http://puu.sh/tVuNL/b130075868.jpg LOOK AT THIS ABOMINATION] - hey i fixed that >:[
2017-02-09 16:48 Kroytz: yeah I saw that too lol
2017-02-09 16:48 Yukiyo: 01:02:858 (2,3) - i-is it really a problem?
2017-02-09 16:49 Yukiyo: why does that even
2017-02-09 16:49 Yukiyo: it shifts the focus on the white beat of the slider
2017-02-09 16:49 Yukiyo: when accounting for the vocals that's bs
2017-02-09 16:49 Kroytz: ask him not meeeeeeee
2017-02-09 16:49 Yukiyo: imo
2017-02-09 16:49 Yukiyo: you asked me to look
2017-02-09 16:50 Kroytz: I mean like, in mod post thing yknow
2017-02-09 16:50 Yukiyo: I can post this log
2017-02-09 16:52 Yukiyo: 01:15:447 (3) - missing the great big white tick ;( - ok sweetie
2017-02-09 16:52 Yukiyo: 01:22:411 (3,3) - using the same space here feels awkward - same tbh
2017-02-09 16:52 Yukiyo: and gives
2017-02-09 16:53 Yukiyo: ... it's jus something you haven't done before
2017-02-09 16:53 Yukiyo: ok I'll do the rest via post
2017-02-09 16:53 Yukiyo: xd
2017-02-09 16:53 Yukiyo: sorryy
2017-02-09 16:53 Kroytz: ty~ ^^;
2017-02-09 16:53 Yukiyo: XDDD
2017-02-09 16:53 Kroytz: XD
2017-02-09 ??:?? Anxient: XD
02:06:072 (1,2) - why not use the actual 1/3 rhythm here should not cause any problems if placed correctly it's a normal step it up (and that of a 230bpm song at that) - it felt like using 1/3 in a 230 bpm song would be too fast (rhythm wise anyway). Like ermahgerd so sudden yo!
02:26:429 (1,2,3,4) - this embodies alot less intensity than 02:24:286 (1,2,3,4) - ... make them the same, vocally speaking the same stuff is happening - they are though? i mean sure the repeat is in different places but thats because of the vocals.
02:26:429 (1,2,3,4,1,2,3,4) - Why are those the same rhythms while the second combo totally changes up vocals and increases intensity - changed it up a bit.
02:57:500 (3) - I think a reverse silder would be a better way of capturing the long held sound as the player is not pressing anything while still getting the drums. Also it creats rhthym parellilsm with 02:56:429 (1) - which are both held notes and in this sense equal. - it would feel to repetitive if i did that, no?
03:17:858 (1,2,3,1,2,3) - Too many repeat sliders for the amount of build up intensity imo - although i disagree , i agree i went overboard on the repeat sliders. changed some up.
There seem to be alot of inconsistency in similar parts with different rhythm though I am not a professional when it comes to normals - reeeee
Isuck - rlynow
- Rain - wrote:
Anxients00:10:358 (1,2,3) - Might seem jaring for a new player going from the vocals to the back beat then back to the vocals, maybe 2 3/2 sliders would work better? - spread would be weird considering that if i did that it would be another easy diff
02:18:929 - Feels Very empty considering there is clear things that could be mapped here - im keeping the consistemcy with the pause i put 02:16:116 -
02:44:643 (2,3) - Considering how this has been expressed before in the song, i feel like consistency in rhythm choices would help a new player more than having changes just to make it feel new, it would make more sense to me to use this change in the last kiai rather than here. - you call it variety, i call it increasing the difficulty. a map's no fun if it doesnt get harder imo :p plus i think its pretty fine as is. no need to change anything
Sorry for the short mod, didnt have much time
sdafsf wrote:
anxient's normalbad mod sorry . i didnt really find anything bad so i tried hard to find things i dont like - you did pretty great :thinking:00:57:500 (1,2,1,2,1,2) - this section is all the same rhytm and yet you decided to chose 3 different ways to represent it. for the last combo you even mapped a different sound. it should be consistent imo - keeping the first one, made the third variety consistent with the 2nd variety
01:27:902 (2) - there is not sound on this red tick. i would choose a rhythm that closely follows the music in a normal diff. - nice
01:28:974 (2) - ^
01:30:045 (2) - ^ - catch
02:43:572 (1) - this section is mapped too differently to this imo 03:35:000 (1) - . if one kiai has to be more intense it should be the last kiai. the only kiai you chose to map in a very hard and intense way was the middle one which is a poor decision imo.i would either make them all consistent or make the last kiai the hardest(preferable even the arigato kiai). - buffed kiai 3.1, left the arigatou kiai alone coz i wanted it to feel like a finale (not too hard, dropping the diff)
03:59:643 (1) - make this end hitsound louder - nah