(◞≼◉ื≽◟゜;益;◞≼◉ื≽◟)Katsu-nyan wrote:
star for u, my kitty :3
/me pats~♥
(◞≼◉ื≽◟゜;益;◞≼◉ื≽◟)Katsu-nyan wrote:
star for u, my kitty :3
/me pats~♥
ok.thank youGonzvlo wrote:
[General]oh!!thank you very much fixed
- About the Epilepsy Warining: Letting it slide because you can press "Retry" and it won't appear anymore is not the way to handle it. When you're multiplaying you can't "retry" and then play again. Increase Audio-Lead in to "3 seconds", that should be enough. (Players won't die because they will wait 3 seconds...)
3 seconds is really long :< I put 1.53 seconds- About the SB: Yeah, the SB "fits" the song, but I'm afraid that it might affect the "gameplay" which is not good at all... There is already enough drama about this issue so we don't want people complaining about the SB when this gets approved.Reduced 50%
I'm not asking to remove the SB but... Perhaps reducing the "scale rate" or the times the pulse happens? Maybe use a smoother blur?- Combo Colurs: White gets too "brighty" during kiai, combined with the SB it's really annoying. Try using light-grey or another colour. This green would fit perfectly the map, consider using it.no
- Custom Hitsounds: The size of "normal-hitfinish2" is way to large for a custom-hitsounds, use this the re-encoded version, please. (Don't forget to remove the older version)
[0108 style]
- You should capitalize "style"keep "0108 style"
- Some repeat-arrows are getting hidden by the previous hitbursts, which is unrankable. Even if this map is going for approval, stuff like this can't be approved. Remember that the "approval state" will only let you exceed the time, score, "difficulty" limit.
However, The ones that need to be changed are marked in bold,there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:
- 00:49:848 (1) - ^
- 00:56:335 (1) - ^
- 01:22:281 (1) - ^
- 01:25:727 (2) - This one is not intuitive at all, moving it away should fix the problem.fixed
- 02:48:024 (1) - Same as before
- 03:38:497 (1) - ^
Call me back when you're done o/
- 01:35:659 (1,2) - As a minor suggestion, consider using a reverse-selection for these sliders. It might be a bit hard to distinguish which one goes first.It is a good method to push without moving a cursor when I push here
- 02:18:024 - Breaks like this one are too short that the play-warning arrows start appearing while you're still hitting the last circle. Simply removing the break might cause some problems due to the HP Drain Rate. The only solution I can come up with, is using a slider, try something like this, it fits perfectly the music.Remove break
- 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.
why not?this is a stack part.put away
Note: This Screenshot was taken using "mmsliders" with "peppysliders" the objects cannot be seen at all.
The person playing in this will delete SB and BG.Even if a pulse is weak.Shiirn wrote:
discussed with gonzvlo about sb, any more complains from people that matter after this post will result in removing the sb entirely since people obviously don't like it
I think you missed the last part or I wasn't too clear, sorry I'll stop using "strike". Anyhow, you need to fix the other ones too... I attached a screenshot of a possible solution to every slider with hidden arrows.Gonzvlo wrote:
...However, The ones that need to be changed are marked in bold, there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:
- 00:49:848 (1) - You missed this one. Suggestion: I moved the previous objects some grids up, creating a nice formation and avoiding hidden arrows.
- 00:56:335 (1) - Same as before, Suggestion: Instead of stacking this slider with the previous object, try stacking it with the next one.
01:22:281 (1) -This one is fixed already01:25:727 (2) -This one is fixed already, too.- 02:48:024 (1) - Same as before. Suggestion: Move the previous circle some grids "up" and "right", this way you'll create the same shape but as you can see it looks rotated, and you'll fix the hidden arrows of course~
- 03:38:497 (1) - ^. Suggestion: I couldn't come up with anything but moving the slider itself.
- 01:44:781 (5) - *NEW*: This repeat arrow will be partially hidden when the previous hitburst appear, It's still visible tho. My point is that this can be easily improved to avoid getting your bubble pop'd again. Perhaps modify the slider a bit? all you need to do is move the last control point some grids up.
- 02:49:646 (1) - *NEW*: Half of the slider-path is completely covered by the previous hit-burst, making the "crumped" part impossible to see. The easiest solution is modifying the slider-path, try something like this. (I used Grid Level: 4 to achieve that shape, this is the code if you want it)
Code16,304,169646,6,2,B|8:268|8:268|-12:256|-12:256|0:224|0:224|-24:216|-24:216|8:172|8:172|-28:148|-28:148|20:116|20:116|-4:80|-4:80,1,320
- 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.
This pattern doesn't have any changes, you showed me a SS in the chat where you stacked all the objects, I said "That might work". Okay, let me give you a way better solution that I'm pretty sure you will agree with. All you need to do is: Modify the slider-body a bit and then move the direction of the stack 1 grid.
Gonzvlo wrote:
I think you missed the last part or I wasn't too clear, sorry I'll stop using "strike". Anyhow, you need to fix the other ones too... I attached a screenshot of a possible solution to every slider with hidden arrows.Gonzvlo wrote:
...However, The ones that need to be changed are marked in bold, there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:ALL DONE!
- 00:49:848 (1) - You missed this one. Suggestion: I moved the previous objects some grids up, creating a nice formation and avoiding hidden arrows.
- 00:56:335 (1) - Same as before, Suggestion: Instead of stacking this slider with the previous object, try stacking it with the next one.
01:22:281 (1) -This one is fixed already01:25:727 (2) -This one is fixed already, too.- 02:48:024 (1) - Same as before. Suggestion: Move the previous circle some grids "up" and "right", this way you'll create the same shape but as you can see it looks rotated, and you'll fix the hidden arrows of course~
- 03:38:497 (1) - ^. Suggestion: I couldn't come up with anything but moving the slider itself.
- 01:44:781 (5) - *NEW*: This repeat arrow will be partially hidden when the previous hitburst appear, It's still visible tho. My point is that this can be easily improved to avoid getting your bubble pop'd again. Perhaps modify the slider a bit? all you need to do is move the last control point some grids up.done!
- 02:49:646 (1) - *NEW*: Half of the slider-path is completely covered by the previous hit-burst, making the "crumped" part impossible to see. The easiest solution is modifying the slider-path, try something like this. (I used Grid Level: 4 to achieve that shape, this is the code if you want it)thank you done!
Code16,304,169646,6,2,B|8:268|8:268|-12:256|-12:256|0:224|0:224|-24:216|-24:216|8:172|8:172|-28:148|-28:148|20:116|20:116|-4:80|-4:80,1,320
- 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.done!
This pattern doesn't have any changes, you showed me a SS in the chat where you stacked all the objects, I said "That might work". Okay, let me give you a way better solution that I'm pretty sure you will agree with. All you need to do is: Modify the slider-body a bit and then move the direction of the stack 1 grid.
Everything else seems fine, make sure you fix everything this time and call me back~
EDIT: Why did you move this back to WiP?this is a 1 difficulty.And I change some.When you give a Rebubble,I'll ask BAT and move it towards pend
EDIT:Gonzvlo wrote:
- 01:22:281 (1) -
This one is fixed already
You changed this one to it's old form, fix it again please :<. Remember that the slider must be unstacked to avoid getting the arrows hidden by the hit-bursts Fixed~
- 01:25:727 (2) -
This one is fixed already, too.
I'm not sure of what you did here, I doesn't seem intuitive at all. Perhaps, remove the 2nd slider, add a repeat to the 1st one and then add a circle? (Example)
I guess it's alright if you want to keep this one~
thank you!!Gonzvlo wrote:
EDIT:Gonzvlo wrote:
- 01:22:281 (1) -
This one is fixed already
You changed this one to it's old form, fix it again please :<. Remember that the slider must be unstacked to avoid getting the arrows hidden by the hit-bursts Fixed~
- 01:25:727 (2) -
This one is fixed already, too.
I'm not sure of what you did here, I doesn't seem intuitive at all. Perhaps, remove the 2nd slider, add a repeat to the 1st one and then add a circle? (Example)
I guess it's alright if you want to keep this one~
Okay, the map seems solid now.
Bubble #1.
Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2
L,50254,4
F,0,0,406,0.3,0
Sprite,Background,Centre,"sb\blur2.jpg",320,240Will be overlapping with:
L,51673,4
F,0,0,50,0.6,0.2
L,51875,8
F,0,0,406,0.3,0
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01
thank youEquivalent wrote:
I saw quite an effort you give for this map
Here is my mod, I hope this should help you in getting it approved.
Timing:
Your offset is wrong, change it to 794. I know that you put -16 offset as there was inherited time at 794. It is fine to overlapped the inherited time and unherited time. If you doubt about it, ask Derekku. ok
Quoted from Derekku's word when he mod DM Ashura deltaMAX
*BPM was incorrect the last time I modded this. It's correct now, but it's on the wrong tick (thus making the metronome wrong). Thus, move the first uninherited section to 315 (it's fine that it's overlapping the inherited section for 0.5x slider velocity)
Where the first offset was -8 if i'm not wrong.
SB:Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0
In the code above, 2123 coded twice. Delete the the duplicate. And some thought here, fade effect before 8092 is weak/not even noticable, seem like it doesn't even exist. 0.3 is reasonable.Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2
Reduce the loop to 6 and make the last pulse to 0.2,0. This will become 6 loop+1 so the blurring effect didnt overlapped with this: I hope you understand what I mean hereL,50254,4
F,0,0,406,0.3,0
The blurring effect from 49484 make it look uglySprite,Background,Centre,"sb\blur2.jpg",320,240Will be overlapping with:
L,51673,4
F,0,0,50,0.6,0.2L,51875,8
F,0,0,406,0.3,0
Same explanation reduce 1 loo so it become 3+1, the blurring effect make it look ugly. The whole map afterward have the blurring effect as well until kiai timeSprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01
Comparing this 3 setup, I saw the third setup for pulsing in kiai time is way more eye freindly. The second setup is way too disturbing for gameplay. The first setup seem to be too slow. Use the third setup for the whole kiai time pulses
Combo color:
I really disagree you using red and white for combo color 1 and combo color 3. You may disagree with me, but here is some explanation:
red
white
brown
Background color
Can you see the white color clearly on this white background? Or you have to focus enough to see it clearly? It quite hard to focus on the white color and red color on terquois background color when it come to kiai time, most reason why they delete the background was this color combination make it hard to see especially during kiai time where it become brighter than usual. I highly suggest you change the combo color, especially the white color.
The time I downloaded this map is July 26th, 18:00 GMT+8 Which should be recently. Goodluck getting this approved
Edit: fixing some error/typos
wasted your time.Equivalent wrote:
SPOILERI saw quite an effort you give for this map
Here is my mod, I hope this should help you in getting it approved.
Timing:
Your offset is wrong, change it to 794. I know that you put -16 offset as there was inherited time at 794. It is fine to overlapped the inherited time and unherited time. If you doubt about it, ask Derekku.
Quoted from Derekku's word when he mod DM Ashura deltaMAX
*BPM was incorrect the last time I modded this. It's correct now, but it's on the wrong tick (thus making the metronome wrong). Thus, move the first uninherited section to 315 (it's fine that it's overlapping the inherited section for 0.5x slider velocity)
Where the first offset was -8 if i'm not wrong.
SB:Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0
In the code above, 2213 coded twice. Delete the the duplicate. And some thought here, fade effect before 8092 is weak/not even noticable, seem like it doesn't even exist. 0.3 is reasonable.Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2
Reduce the loop to 6 and make the last pulse to 0.2,0. This will become 6 loop+1 so the blurring effect didnt overlapped with this: I hope you understand what I mean hereL,50254,4
F,0,0,406,0.3,0
The blurring effect from 49848 make it look uglySprite,Background,Centre,"sb\blur2.jpg",320,240Will be overlapping with:
L,51673,4
F,0,0,50,0.6,0.2L,51875,8
F,0,0,406,0.3,0
Same explanation reduce 1 loop so it become 3+1, the blurring effect make it look ugly. The whole map afterward have the blurring effect as well until kiai timeSprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01
Comparing this 3 setup, I saw the third setup for pulsing in kiai time is way more eye freindly. The second setup is way too disturbing for gameplay. The first setup seem to be too slow. Use the third setup for the whole kiai time pulses
Combo color:
I really disagree you using red and white for combo color 1 and combo color 3. You may disagree with me, but here is some explanation:
red
white
brown
Background color
Can you see the white color clearly on this white background? Or you have to focus enough to see it clearly? It quite hard to focus on the white color and red color on terquois background color when it come to kiai time, most reason why they delete the background was this color combination make it hard to see especially during kiai time where it become brighter than usual. I highly suggest you change the combo color, especially the white color.
The time I downloaded this map is July 26th, 18:00 GMT+8 Which should be recently. Goodluck getting this approved
Edit: fixing some error/typos
James2250 wrote:
@ Equivalent the timing point was changed away from that because of the last mod post and it should still be fine where it is right now
Seeing as there were only some minor sb fixes done by Shiirn to make the sb slightly less harsh while playing and no other mapset changes I don't see a problem giving the second bubble here after Gonz's one.
Bubble #2~
thank you!James2250 wrote:
@ Equivalent the timing point was changed away from that because of the last mod post and it should still be fine where it is right now
Seeing as there were only some minor sb fixes done by Shiirn to make the sb slightly less harsh while playing and no other mapset changes I don't see a problem giving the second bubble here after Gonz's one.
Bubble #2~
thank you very much!!Garven wrote:
Think of it as a pickup measure for an unvoiced part, Equiv. .
Anyway:
Map still looks good no matter how many times I see it, though the SB toning makes me a little sad. Oh well - it IS easier on the eyes this way. Another val masterpiece enters the stage!
pieguy1372 wrote:
I saw this was approved and almost had a heart attack o.o
おめでとう~
Not really sure what you mean? ~.~ .But congratz on this getting approved. I never expected it going approved quite fastGarven wrote:
Think of it as a pickup measure for an unvoiced part, Equiv. .
Anyway:
Map still looks good no matter how many times I see it, though the SB toning makes me a little sad. Oh well - it IS easier on the eyes this way. Another val masterpiece enters the stage!