I'm awfully sorry. I really am, tsuka.
FUCK YOU TEXT LENGTH RAAAAAAAAAAAAAAAAAAAAAa
FUCK YOU TEXT LENGTH RAAAAAAAAAAAAAAAAAAAAAa
Firstly: As has already been said, other music games do not show "180.02" because that would look ugly and be pointless. No one sees the BPM on a song select screen then uses that in the game; it is there because in many rhythm games it correlates to difficulty. The correct BPM is what people have said it is (the decimal one) and therefore it should be fixed.There is nothing to fix as it was already correct.
I found offset of 90 (as I posted in my 16% misstimed 1 ms late screenshot) worked really well. A lot of people thought this wasn't timed properly, and I think this might have been one reason why, especially coupled with od9JesusYamato wrote:
There is nothing to fix as it was already correct.
tsuka wrote:
Now , it's my turn
It's just a game.Shiirn wrote:
You're reacting too heavily.
mm201 wrote:
All difficulties:Basic:
- Please set a tick rate of 2. Slider ticks are an important gameplay element. A slider's head, rebounds, and ticks are the only elements the player is required to complete, so setting the tick rate too low means the player doesn't have to complete sliders with any degree of accuracy. Ticks also serve a similar role to bar lines in other rhythm games such as Taiko and Guitar Hero, aiding the player in judging the timing of objects. They also allow slider speed changes to be read, based off their relative spacing. And lastly, sliders with too few ticks can make HP drain behave poorly.
changed tick rate to 1 in this diffi and fixed them all
- 00:12:525 (2) - This will be confusing to an Easy player. (It will be confusing to anyone with AR 3!)
- 00:16:005 (1,1,1,1) - These spinners are really tiring, especially to an easy player. They also don't fit the quiet character of the music at all. Try putting a break here or slow sliders.
- [00:23:960 (1,1) - Starting an object 332ms after a spinner end is going to be really tough for an Easy player. If you keep the last spinner, try ending it a 1/1 earlier.
- 00:43:019 (1) - Same idea as 00:12:525. Red ticks with this low an approach rate are a bad idea. This slider also sounds very odd with tick 1, but would sound correct with tick 2.
- 00:47:825 (3) - This is more covered up than an Easy pattern should probably be.
- 01:17:490 (3) - Red ticks again, on an isolated object.
- 01:27:765 (3) - ^
Advanced:the newcombo warning the spacing so don't make carrying a warning
- Setting a broken drain rate isn't a fix for having broken drain sections. Map those sections more or make them into breaks. okay
- 00:03:410 (4) - See Another re: joined sliders looking ugly. it's fine in east's eyes
- 00:43:848 (1,2), etc. - 3/4 stacks are usually a bad choice since the approach circle spacing isn't distinct enough to be easily readable. so it's creativity
- 00:56:443 (7) - This object is mostly covered up and is difficult to see. it's clearly to see
- 00:53:460 (6,1,2) - See above about joined sliders. it's fine for anyone
- 01:02:409 (1,2), and others - Spacing
Taiko:Another:
- Looks fine
it's a guest diffi , the mapper has fixed most of them imo.
- 00:10:453 (4), etc. - I disagree with using short 1/4 length sliders as doubles. It feels awkward and doesn't fit the nature of a slider as a held object.
- 00:16 - 00:26 - http://puu.sh/41jK Autoguy's health bar is in the ! zone! This drain section is really harsh and basically requires that you FC everything before and the 30 seconds following.
- [00:49:151 (1,2) - Joined slider patterns look really ugly.
- 00:51:802 (1,2) - ^
- 01:02:409 (1) - I found this object hard to see because of the combination of overlap with blending into the background.
- 01:11:193 (6,7,8) - The spacing change near the end here looks sloppy.
Extreme:
- Some of the speed changes are extremely harsh and completely break the flow of the music. Please ease up on them. Many replay showed all is fine, point out it if you can then i will give you the reason why i have to make speed-changed by the music
- 00:37:467 (1) - Don't use silent hit objects. Right now, the spinner spin and bonus sounds cut off abruptly 1/2 before the spinner ends which is strange. If you feel you must make the spinner end silent, begin the silence immediately on its end. fixed
- 01:02:078 (5), etc. - Lower the hitnormals' volumes to around 60%. Right now they stand out and sound really harsh. 80%
- 01:12:021 (3) - See above re: silent hitsounds.
- 01:23:788 (1,2,3,4,5,6) - These overlaps are really confounding. it's sure clearly on OA9 even you first play
- 01:26:274 (1,2,3,4,5) - ^
why no fix? or I loseziin wrote:
@tsuka In the future it would be good to respond to mods (quote it and put it in a box, then say "no" or something) if you aren't going to do them. I don't think takuma saw james' mod. I don't know if you're going to fix anything or not based on your last post.
I'm so HappyShiirn wrote:
I'm so happy?
I kinda agree on that,ziin wrote:
I found offset of 90 (as I posted in my 16% misstimed 1 ms late screenshot) worked really well. A lot of people thought this wasn't timed properly, and I think this might have been one reason why, especially coupled with od9JesusYamato wrote:
There is nothing to fix as it was already correct.
No, thank youtsuka wrote:
Now I need you to APOLOGIZE l
I really didn't mind it being 'wrong' (in my opinion, looks like *I* was wrong) since the offset is a bit late, and should make up for things. I already conceded my point.Shiirn wrote:
I think this is fine
Shiirn wrote:
I will not apologize for giving my opinions on how to make your map better.
It was late at night when you asked me, so I planned to mod the map today. I'll be more than happy to look at it after the previous mod posts are checked.tsuka wrote:
where are you?
James2250+Hana`s issue is fixed i guess XD thanks for your moddingSakura Hana wrote:
[Another]
00:21:309 (1,1) - This is a really big gap and HP goes down almost halfway, i'd recommend inserting a break here or mapping this section.
I will reduce HD to 7 and OD to 8, this problem may be solved a bit
01:06:387 (2) - New combo so that the previous kick slider gives a bigger hp boost?
01:30:251 (2) - ^
New combos make those parts too colorful. so i won`t add,also HD 7 makes the HP bar better(checked by auto)
James2250 wrote:
Ok time to get this rebubbled/reranked, just a few suggestions first
-As I mentioned before seeing as both "Basic" and "Extreme" are mapped by you they should share the same kiai time throughout the difficulties fixed
-Offset seems ok to me (and we have agreed the 181.02 BPM is fine etc)
Basic:
-I still highly recommend using the largest circle size on this difficulty as it isn't the most beginner friendly difficulty right now and it will help make the difficulty nicer for new players
00:12:525 (2,1) - space these out more so they aren't the same distance apart as 00:12:028 (1,2) fixed
Advanced:
-Still has a tick rate of 0.5 unlike the rest of the difficulties, change it to 1.0? fixed
-I guess those gaps are ok, you don't lose too much HP during them
Another:
-In my opinion the drain sections near the beginning that mm mentioned are still too harsh. I would do at least HP Drain - 1 and maybe add a few more notes/sliders to even it out fixed
Extreme:
-I don't mind the slider speed changes too much while playing, would be a good idea to get mm's final opinion on all of them before anything else
-Does it really need to have OD 9? for sure
01:07:712 (1,2,3,4,5,6,7,8,1) - am I the only one that really dislikes this pattern while playing? at least most of people don't like it and i suggest you pass it before mod it
Everything else looks good, let me know when everything above has been looked through and call me back~
Sakura Hana wrote:
Well im here to help you get your map back to ranked!
[Extreme]
You have a lot of sliders of which is hard to tell which is the slider considering there's also a circle, people without sneaking sliders will have trouble seeing which one's the slider and which one's the circle, like here: 01:23:788 (1,2) "its fine"
In the defense contrary to what James and mm201 said i didnt combo break at all during the slow sections... sorry James, mm201 :<
[Another]
00:21:309 (1,1) - This is a really big gap and HP goes down almost halfway, i'd recommend inserting a break here or mapping this section.
01:06:387 (2) - New combo so that the previous kick slider gives a bigger hp boost?
01:30:251 (2) - ^
fixed by the mapper
[Advanced]
I'd suggest AR+1, it makes it easier to hit notes accurately imo, 6 feels too slow. it's fine
Also OD-1 since some notes are awkward and hard to predict due to the instrument they were mapped to not following a set rythm.it's fine
You could NC all the notes in the drain section so the HP boost is bigger from each.
00:59:757 (1,2) - This spacing here makes me think the notes are 1/4 apart, rather than 1/1.fixed
this diffi absolutely fine now ,don't need any change imo
That's all, i'd prefer if u come to me when you're done checking through these mods (mine and James) since i can't rank maps so i could give a bubble.
whats done is done , such as Bad appleDerekku wrote:
It was late at night when you asked me, so I planned to mod the map today. I'll be more than happy to look at it after the previous mod posts are checked.tsuka wrote:
where are you?
@Everyone: This map was only ranked for 10 hours before it was unranked. No, that's not an excuse to unrank any map within a short time, but it should not be looked at as such a horrible thing. If anything, it gives another chance to improve the map and make it nicer than it already is. Attacking and placing blame on each other will get us nowhere; so let's just move on, accept what happened, and get this re-ranked!
tick rate 2 in easy is too noisy ,I'll keep it nowmm201 wrote:
Easy has tick rate 2. All the others have 1. It makes more sense to me if they are all the same. Your thoughts on this and I'll rank.