sub dq for veto then, basically the same thing at the end of the day (but not really)
Heyy, I've considered your suggestion but it didn't really suit after all.. I prefer a straight forward pattern here. Thanks tho!- Magic Bomb - wrote:
yo so i know nothing about standard so this comment is probably useless but imo the straightlines at the end are kinda anticlimatic, idk whilst listening to the song i expected some kind of fast snap shape or something (i actually expected a shape similar to the flowers in the sb but bigger)
like i said it's probably like that for a reason and my idea probably doesn't fit well, just coming from some guy who has modded standard like twice and only easy diffs lmao
Cryptic wrote:
I'm glad you fixed that ghost triplet we talked about but don't you think your solution creates too weird of a start-stop motion for this CS and BPM? The movement here: 00:47:346 (4,5,6,7,1) - seems really awkward because it opposes the slider direction (which you don't do unless you're emphasizing something, and 7 is the same intensity as 6). Can you elaborate what exactly is wrong with this movement? It's about as simple as it can be.. the vocals are equally emphasized, which explains the equal spacing. There really isn't anything awkward with this movement. If I went for some uber crazy spacing here with tons of directions changes then yeah, it might have got awkward, but here? I highly doubt this.
Also, what happened to making this circles 01:01:372 (1) - due to vocal emphasis? I know you said that her vocals weren't "as spammy" but they're about as spammy as 01:03:320 (1,2,3) - that or the entirety of 00:54:749 (1,2,3,4,1,2,3,4,1,2,3) - that. I decided against it, because I reconsidered how the structure of her vocals appeared to me. It less sounds like 123456 12, but more like 1234 1234, that's why I went for this pattern. I've used circles for the first four to cover up the huge stress on the vocals - they seemed slightly less stressed after, hence why I went for this kind of slider.
Those are really my only concerns on the top diff at this point since I think they don't quite fit what you've been doing. (I still personally disagree with this 00:57:865 (1,2,3,4) - as a pattern due to the fact that it's really the only place in the map where something like this occurs and it doesn't have much of a "tell" at all that it's coming. You basically do a huge obtuse jump into that square and it's appears kind of awkward if I look at the individual movements required to do it.) I think we happen to agree to disagree here. To me, this pairing of vocals is pretty much unique, hence why I went for this pattern. Why would I put it somewhere else with that mindset? You agreed with me that I followed some kind of staccato of her vocals (not quite fluent with musical terms, in all honesty) here 01:00:982 (1,2,3,4) - , hence why the pattern looks slightly different and more close together.
Thanks for your concerns.. but I feel like that it will be a fun easter egg they will remember later on. I've always enjoyed such situations, and in the end they can be like "oh lol, that's what he meant with ant!!". I'll keep it as is.HallidayASR wrote:
Hello! A storyboard mod (?)
Just a thought about the SB
I know there was a little discussion on the SB already. The storyboard itself doesn't bothers me at all; I think it's pretty funny & clever, and that there's no need to put a limit to creativity in a case like this, so all that is fine to me c:
But I do have a problem with it: I don't think some elements of the storyboard should be on every diff.
Here are the elements that I think should be (partially) removed from the mapset:
-The lyrics: In lower diffs, they just don't match with what's being played. A (new) player playing one of the lower diffs and reading the storyboard will not understand the joke OR be able to relate it to the map, and will probably get confused by it; I think this should be avoided.
A person that can play & pass Kawabunga (Or some of the other higher diffs) is already familiarized enough with osu! (In general) to understand the concepts and references, that just isn't the case with newer players.
-The last 4 Miku gifs: On Kawabunga the 4 Mikus drop and fall in a place where they get inside of some sliders, and that's cool, but that doesn't happen anywhere else on the mapset. That makes those gifs unnecesary on the other diffs. Note that I know these don't actually do any harm (Because they can't cause any confussion), so this one is optional.
So, my suggestion is:
-Delete the lyrics on the diffs Easy, Normal, Hard, Kyversible's Insane and Another. I guess the lyrics can be kept on the rest of the diffs, since they use a small cs, and again, I think anyone that can play the 3 diffs above Another is experienced enough to understand the storyboard xD
-Delete the last 4 Miku gifs on every diff but Kawabunga (Optional).
This shouldn't be so hard, if the storyboard was made with scripting, Damnae will only have to delete the textlines on the diff's .osb files that correspond with the things I mentioned (I don't know if it's actually that easy, I'm just guessing here o_o)
Well, that's all I wanted to say, not much, but it's definitely something that should be given some thought before this map goes ranked
Interesting, people told me AR10 was way too high. So I went for a middle solution. Thanks for your input though! Hope you can still enjoy it.Victoire wrote:
My reading might be shit but has the average reading really gone up so much that ar9.5 on a 8* alternate map is reasonable? I wish I could play this without having to make an edited ar10 version or memorizing it for EZ. That said, if I make it playable for myself I really enjoy it!
I had this tested by people and they said notelock was gone with 9.5fieryrage wrote:
can we at least make the od 10 so notelocks arent a thing ty
literally no reason an 8 star map shouldnt be od 10