Alright done.
- Magic Bomb - wrote:
Alright done.
Thanks for the check!-Sh1n1- wrote:
Conflagration
- 00:04:305 (12,1) - I don't understand the reason of the sudden increase of distance here while other similar parts have a noticeable less distance ( 00:02:459 (12,1) - 00:06:151 (12,1) - ) - It's to emphasise the stronger pitch change here in the guitar. I did change around a few distances to make it more noticable however.
- 00:04:382 (1,2) - nazi jump, don't you want to reduce it? same reason as before. - Reduced with changes made in previous part.
- 00:10:843 (4,5,6) - this movement is kinda unconfortable, the current transition is too straigh after the unconfortable antiflow at 00:10:843 (4) - don't you want to continue with mirrored sliders as you were doing at 00:08:997 (2,3) - - Mirrored sliders weren't use because the 1/4 drumroll here deserved notes to emphasise it in my eyes. However, distances were changed slightly to make the movement more comfortable.
- 00:13:613 (1,2,3,4,5,6) - hyperdash between each note is unnecessary, first of all cause instruments through 00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6) - are the same, if you wanna add this kind of pattern: 00:13:613 (1,2,3,4,5,6) -, could be at 00:12:690 - cause vocal takes a little break and you can enphasize drums a bit. - The drums increase in volume at this section to me, plus you can feel the intensity in the music increasing so the HDash structure increasing feels nice.
- 00:19:036 (8) - what are you following here cause I can't hear something special, also I didn't see something similar on monstrata's std map (I'm not saying that you should remove only because monstrata's ones doesn't have such note, it's an additional only.) - I hear a drum on the 1/8 there, it seems strange because I can't hear it at any other point in the song but I can hear it here so I mapped it.
- 01:08:997 (1,2) - the current distance between such notes are kinda unconfortable, why not reduced a bit? cause the all sliders 01:07:151 (1,2,3,4,5,6) - are totally horizontal, that means 1.00x between head and tail of sliders, then if you change to 1.68 the movement becomes harder. - Yeah, I noticed this whilst testplaying, reduced it a tiny bit.
- 01:28:074 (5) - move a bit to the left? this part is already hard why not try to keep a little bit of consistency with 01:27:459 (1,2) - that is 3.04x of ds, hyperdash is ok and I see that you are not increasing the distance gradually on each note cause 01:27:766 (3,4) - and 01:28:228 (6,1) - are exactly the same, just a little bit of less distance won't kill you. - Done.
- Also I'm not sure if you can reduce the number of fruits for each NewCombo, around 8 could be ok, it's a difficult diff plus long combos, result: less visibility, specially for this kind of patterns: 00:13:613 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - 16 fruits already and it's easy to miss a droplet in the transition between 00:15:074 (14,15) - - Made a few adjustments, but for the most part I think it's fine to have 12 in this type of difficulty, like mentioned in overdose.
Overdose
- 00:07:690 (8,9) - missing hyperdash, if you wanna keep the current distance remove at Rain for a better spread, it's up to you. - Weakened HDash in the rain and added one here.
- Same as higuer diff about NewCombos, taking 00:06:228 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12) - as an example, you could add NC at 00:06:843 -, remove at 00:07:151 - and finally add at 00:07:459 - one more time. - I think 12 notes is fine for a combo in a map like this, doesn't really distract too much from playing in my opinion.
Kds to my previous post please, Call me back and sorry for the long delay
hey that's my memeChara wrote:
evryething here is antifllow and upnlayable
Thanks for the mod! I'm sorry for not really accepting anything, but I just found a lot of the changes weren't suitable for what I was going for and so would feel strange to me, or were for concerns I'd already answered. It's nice to see someone willing to check maps even in qualified though!Vincs wrote:
last diff mod :
00:05:305 (1,2,3,4) - really feels awkward to play, especially when everything before flows nicely . - Mentioned this a lot of times already and even after adjusting this pattern so much my reasoning stays the same, the flick back makes this pattern feels relatively comfortable whilst still providing a variety in pattern and matching the effect of a slight antiflow here.
00:18:997 (7,8,9) - I get it that this triple is used to emphasize the guitar but it really feels like it's too much and doesn't really follow the song. - It isn't used to emphasise the guitar, there's a clear drum beat on the 1/8 there, and it follows that fine.
00:21:613 (7) - same as my first point. - Again, I've explained this a lot already, this movement looks pretty awkward at first but by playing it you can notice how it flows fine and also emphasises the end of this section well in my eyes.
00:51:459 (1,2,3) - wouldn't 2 doubles be enough here? you use a lot of doubles before it so it would feel normal to put one there as well. - Clear drum beats on both 2 and 3 that indicate HDashes to me.
00:59:459 (6,1) - this jump feels way too big, especially with the anti-flow slider right after it. - Jump is a strong HDash to indicate the change in section, with the non-linear flow being used to add an emphasis on the guitar also being added in here. Plus, there are other sliders with this kind of pattern in the map, so it's not like this is a special case.
01:23:766 (1,2,3,4,5,6,7) - while the the hyper chains at 01:17:305 (1,2,3,4) - and 01:17:920 (5,6,7,8) - feel justified and are on strong beat, this one feels unnecessary. - There are clear strong drum beats here, it feels weirder to me to follow the same HDash pattern when these drums get added in.
01:24:536 (2,3,4,5) - kinda the same but this one feels a bit more natural. - Same thing with the drums.
01:24:382 (1,2,3,4,5,6,7,8,9,10) - NC? - Could be worth changing the nc pattern here if there is a dq, but I see little need in dqing just for this, considering it doesn't even break the guideline.
sorry if it looks bad I'm not used to modding :^)
Edit:
00:04:843 (6) - almost forgot this little bad boy here, sliderend is 2px from being rankable :^) - I know it's a meme but I'll respond seriously because I never meme. The slider head is what would need to be away from the wall, not the slider tail, and also that is just a guideline anyway even if it was the head.
If you had concerns, why not bring them up whilst qualified? You didn't have the smartest mindset if you thought staying silent about any concerns you had would stop this from getting ranked... and now it's too late to attempt to improve the map.Haarashi wrote:
i can't believe this crap got ranked holy freak. wow. wow. wow. wow. seriously, am I the only thinking this map is really REALLY bad?
actually that's my meme, thank you very much-Kamikaze- wrote:
hey that's my memeChara wrote:
evryething here is antifllow and upnlayable
t. person who didn't say anything when it was qualified with actual pointsHaarashi wrote:
the only reason why it's played is because of the ridiculous amount of pp it gives. And the good song. That's it.
Definitely not because of the quality. Overdose and conflagration are actually really bad.
Didn't know it was qualified so maybe many people didn't know tooRiari wrote:
t. person who didn't say anything when it was qualified with actual pointsHaarashi wrote:
the only reason why it's played is because of the ridiculous amount of pp it gives. And the good song. That's it.
Definitely not because of the quality. Overdose and conflagration are actually really bad.