12 just for you <3
All Fixed!! thanks for ncing modJuly - San wrote:
Hi-Hi! Hello ~
From mod req
Okay let'ss see hereeeeee---
Easy
00:11:109 (1,2) - (Change this, They are very short and would be complicated for beginners) (Change it to one like this 00:13:852 (1) - )
the rest of the diff is good
--------------------------------------------------------------
Normal
mmmm-- ;-;
Lower the stars.
Insane
(Only New Combo)
00:25:852 (5) - (NC Here)
00:32:709 (5) - (NC Here)
00:39:566 (5) - (NC)
01:29:966 (7) - (NC)
01:43:338 (5) - (NC)
The rest it's really good..
To my taste, I do not like much the streams or the changes of speed, but on the other hand, your map looks good, I enjoy it, I give you a kudo star, and sorry for the short mod, luck
Good luck
Fixed all too!!!Tarrasky wrote:
Hi, i'm a new mapper hope this helps ^^ Buhhh >.<
Easy
00:11:109 (1,2) - faz isso ser 1/2, pra esse tipo de Easy reverseslider desse tamanho é confuso pra krl
mover 00:31:338 (4) - um pouco mais pra baixo acho q melhora um pouco o fluxo daki 00:30:138 (3,4,1) -
00:38:195 (4) - isso era pra ser aki n? 00:38:023 -
01:02:881 (4) - Overmap, só deleta
01:14:881 (1) - N é pra terCLapFinish no final desse slider?
01:57:052 (1) - aki começar um spin parece bem mais saudável
Hard
Ta, isso aki 00:05:452 (4,1,2,3,4) - ta bem feio e mau posicionado, se for fazer assim aleatório pelo menos faça com uma DS regular, como por exemplo coloque isso 00:05:795 (2) - com a msma distância entre 00:05:623 (1,3) -
Insane
01:00:481 (1,2,3,4,1) - Talvez um polígono perfeito pareça uma boa idéia
01:02:195 (4) - Isso parece ficar bonito pro lado de cima
01:54:995 (8,1) - Blanket perfeito?
The other diffs is too hard for me x.x hope this helps ^^
All Fixed lelAtaraxia wrote:
aaaah saudades desse forum puta merda
[easy][normal]
- 01:22:766 (2) - O angulo que você esta trazendo aqui ta ao contrario da nota seguinte, é bem bobo, o cara que manja ele vai ver em volta e acerta de boas, ainda mais em easy. Porem, esse cara ai não vai ser qualquer um, se fosse uma normal, tudo bem, porem... easy ? pensa nos novato dos novatos, o cara que nunca jogou... é fácil arruma, apenas inverta o angulo, deixe Desse jeito.
[Hard]
- 00:11:795 (2) - Se possivel, tente stacka a bunda dele com o (3), pois uma estetica polida em low diff traz bons sentimentos para o jogador (bem gay isso mas é exatamente isso que importa)
- 00:12:481 (1,2) - Nada demais aqui, mas é so uma "comparação" que aqui ficou bem aceitavel esse tipo de flow comparado ao mencionado na easy, por mais q termine com o cu pra lua, um player em normal ja nao vai sofrer ai pq ele ja ta mANJando muito da parada.
- 00:31:681 (1) - amo essa patten de bengala
- 01:57:052 (1) - talvez você quis representar algo aqui, dar enfase, vou supor q seja a "ultima-nota" mas stack é algo bem complexo para causar certa enfase, sendo que você fez um mapa com flow normal(entenda, flow simples linear bla bla bla vc ja sabe o resto) então, porque nao deixa linear também ? xD
vou completar futuramente, cansei x.x
- 00:17:109 (2,3,4) - Considerando sua ideia toda de usar 1/1's e com patten de tecnica simetrica, porque você fez esses 1/2 ? alem de tu quebrar sua consistencia considerada que voce tinha feito (e que ainda ficou PICA) voce meio que broxou até mesmo eu q tava animado com a patten com esses 1/2, mas o motivo é a consistencia, vc mudo ai mesmo, mas volto a ideia aqui, olha 00:17:966 (1,2,3) - entao tipo... o que você quer fazer desde o começo ? se for fazer esses 1/2 agora, ao menos deixe 1/2 mais enfatizado aqui 00:17:966 (1,2,3) - também
Thanks my friends for helping me aaa <3Trynna wrote:
tira esses pontinho caralho Nop
easynormal
- 00:16:595 (1,2,3,4) - qual e o ponto exatamente de dar cover em certas beats fracas e em outras nao? ex 00:16:938 - vs 00:17:623 (2) -. Voce tambem deu cover em todas na secao anterior 00:13:852 -. Fixed
- 00:20:709 (1) - esse nc destroi o teu padrao, eu diria o mesmo pra 00:23:452 (1) - fixed
- 00:38:195 (4) - tu e problematico ou o que, tava seguindo red tick ate agora e ignora 00:38:023 - pra por no white, jumento fixed
- 00:39:909 (2) - ta relando no hp fixed
- 01:02:881 (4) - nao tem som pra circulo aqui caralho e que normal whistle e esse i hearing a whistle there ¬_¬
- 01:48:481 - eu realmente nao gostei da forma que daqui pra frente tu mudou a sua pattern de NC do nada, bem asdadaASAsdASDAdsD sure
- 01:50:538 (2) - eu recomendaria mudar pra dois circles como tu fez aqui 01:49:166 (2,3) - porque os sons diferem bastante de 01:49:852 (1,1) - , poderia representar bem essa mudanca e etc vai quebrar a sequencia anterior que fiz
- 01:52:595 - caraio pra que que tu deixou isso no fim de um slider loco é
hard
- eu não gostei da maneira que tu elaborou tua intro, ficou bem estranha, 00:02:880 - até 00:06:995 - você deu cover em redtick e depois parou do nada. O mesmo acontece em 00:13:852 - pra parar depois em 00:16:595 - do nada. Parece muito que você ta forçando pra ter variação e esquecendo de seguir o que você mesmo elaborou remapped
- 00:10:423 (3,2) - overlap bem desnecessário imo dificil de fixar devido a ds ativa grr
- 00:24:823 (1,2) - eu não sei se simplificar tanto assim fica legal, 00:25:166 - aqui fica um som forte do violino se comparado a 00:25:338 -, ignorar ele é bem sadboys estou seguindo outro som particularmente, assim nao fica tão monótomo cheio de 1/2 constante
- 01:05:966 (3) - vs 01:03:223 (1) -, creio que NC aqui faria mais sentido por esse motivo sure, why not xD
- 01:12:138 (3,4) - por que caralhos tu parou de seguir da mesma forma que 01:10:766 (3,4,1,2) -? faria muito mais sentido deixar uma pausa em 01:12:652 - Remapped
- 01:23:623 - você não vai ignorar depois de fazer isso 01:22:081 (3) - ne ok -_-
- 01:44:023 (3,1) - não só por ser esteticamente um abacate de tao bosTA, é muito fácil noob tiltar nisso aqui Remapped
also eu recomendo muito fortemente aumentar teu od pra 4, atualmente teu easy usa 2.5 e teu normal ta com 3, pulando diretamente pra 6 no hard, o que é bem aleatório Sure!insane
- 00:05:795 (2,3,4,5) - o que é esse spacing? não tem um real motivo pra fazer tudo isso quando a música nem mudou tanto assim. Also, já que tamo falando de spacing, 00:08:366 (1,2,3,4) - é retardamente gigante e exige uma habilidade muito mais ampla que pra acertar 00:06:995 (1,2,3,4) - por exemplo, e considerando que isso é MUITO mais difícil que a próxima seção que tem drums mais fortes e presentes (o que eu também estranhei pra cacete), só cria uma transição mais aleatória Both fixed
- 00:30:481 - não faz sentido algum deixar esse som no fim de um slider, principalmente pelo fato de que segundos atrás você fez isso 00:29:795 (4) - novamente quebra a sequencia seguinte e anterior que fiz e tira um pouco da monotonia que é 1/2 constante
- 00:36:652 (4,5) - qual é a do spacing grandasso do nada subjetivo, mas nerfado um pouco
- 01:21:738 (1,1) - estética ralmente tilting, você pode optar por fazer um blanket na slidertail ou algo do tipo pra evitar isso, mas por favor tenta evitar fazer o body ficar tão próximo da tail creio que fixei mudando para uma shape mais coerente sem alterar a anterior
- 01:25:166 (1) - vs 01:25:852 - -_ mesma coisa pra 01:26:538 - (eu não acredito que tu fez isso tbh)
- 01:52:252 (5,1) - aaaaaaa um objeto ta coladasso no outro my bad fixed
- 01:55:852 (3,4,5) - não está simétrico. fixed
a dificuldade não está ruim, mas sério, considera a parada que eu falei sobre a primeira seção estar ridiculamente mais difícil que a segunda sendo que a segunda que tem os drums e as parada todaAll Fixed!!
- 00:13:681 - sei lá, eu realmente acho que fazer esse som clicável seria muito mais fitting considerando que o drum é fortinho e 00:13:509 - tem som de nada xD
- eu recomendo mover 01:00:052 (9,1) - um pouco pra direita, assim tu pode fazer a estrela 01:00:481 (1,2,3,4) - direito, porque claramente 01:00:823 (3,4) - ta com um spacing menor e ta meio estranho
- 01:22:938 (4,1) - o spacing aqui ficou bem estranho, não da muito a impressão que você tentou, considerando que 01:22:766 (3,4) - é bem grandinho e 01:22:938 (4,1) - deixa a desejar. Enquanto isso tu fez uma parada bem legal em 01:24:138 (3,4,1) -
- Also, bem minor, mas 01:23:452 (2) - liga o grid snap e da um ctrl+^ que a simetria ta errada
- 01:41:452 (2,2,1,2,1,1) - mantenha teus overlaps padronizados
- 01:51:566 (3) - ignorar a stream tão sudden não faz muito sentido lol
- 01:56:538 - clicável seria mt mais pika, os drums que 01:56:366 (3) - da cover se diferem bastante e fica difícil de dizer qual é mais forte, mas creio que ambos fiquem legais se você apertar o botaozinho magico do teclado
mas que caralho de novo tu fez um gap de 0.5 de od pra diff anterior loco, muda isso pra 7.2 no mínimo
vou dar uma parada por aqui que eu sou um merda com extra
also @Alexsander all fixed too thanks! :3Garden wrote:
why the dot after diffnames?
It's a long explanation, well it's a technical bug It's that's been going on for years. After u update your map a lot of times (incluing change the diffnames a lot of times) there is a possibility that this bug occurs
this bug shows an "update for latest version" without updating the map
after clicking the update button, a totally different background appears and all the information on the map(bpm, slider, circles, hitsounds, storyboard) is completely deleted.
however to keep your progress saved and continue giving an update without fear of this bug appear, just add a dot to each diff name until this bug is solved. otherwise if left without the dot there is a great possibility of the bug to return and erase all the progress made.
there a example of a recent mapset ranked with dots because that bug >> https://osu.ppy.sh/s/668888
NormalHard
- 00:08:366 (1,2) - spacing, also 00:09:052 (2,1) - pattern might look a bit out of place, I suggest you avoid the overlap here fixed
- 01:48:481 (1,2) - spacing fixed
Insane
- 00:28:595 (1) - 00:35:452 (1) - etc. nc alone seems not enough to indicate the 1/4 gap, can you nerf the spacing between 00:28:595 (1,1) - ? more close, fixed
- 00:38:023 (1,1) - why is this 1/2 gap then? it seems rather inconsistent fixed, made equal like 00:33:052 (1,2,3) -
- 00:47:966 (4,5) - I suggest removing triplets in this section, it's a relatively calm part compared with kiais so I don't think it's nice to force too much pressure on the player of this level. (less density here also highlights the kiai better) all removed, fixed.
Extra.
- 00:28:252 (1,2) - wrongly snapped to 1/16 somehow changed to 1/4 to don't make too painful to do
- 00:35:109 (1,2) - regarding the intensity of the notes, try this rhythm pattern instead? -> https://puu.sh/z9S1n/4a6a2e0b81.png okay!!
- 01:14:881 (1,2,3) - good geometry patterns but they are too hard to hold combo for 4.5-ish player imo :c well, i keeping the patttern but decreased drastically the ds for each
- 01:56:366 (3) - missing hs, also why 01:56:366 (3,4) - rhythm is different from 01:55:681 (3,4) - ? my bad fixed!
- I'm a bit worried about your intensive usage of kicksliders in this difficulty, it creates quite a big diff gap from Hard.
it's like a deja'vu of my first map xd, well i can nerf some kick sliders to make some balance to hard diff, just tell me which ones I will not hesitate, and I'll just change ooHarmonical Catastrophe
- od8 for linear diffspread ok!
- 00:26:881 (1,2,1,2,1,2,1,2) - etc. I have to say this pattern is even harder than top difficulty .. KILL ME AAAA SORRY, NERFED ALL
- 00:32:366 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,1,2,1,2,1,2) - hey the stream movement here is almost exactly the same as previous one, can you do sth else here for variation or maybe it's your intention? indeed, fixed!!
- 01:01:509 (3,4,1) - both spacing and flow make the movement to the stream awkward imo changed, fixed!
- 01:03:909 (1,2) - spacing here suddenly shrinks>? aaaa fixed too
- 01:10:595 (1,2,1,2) - the nc kinda makes sense with music but looks confusing Fixed!
- 01:14:709 (1,2,1,2) - ^ , also visual seems a bit broken with the stack? https://puu.sh/z9SDn/8ef4322635.png can't tell if it's intended to look like this well to don't see too broken, i set up manually on the osu. file , stack leniency >> to 0.1
- 01:12:823 (1) - should be auto clap instead oh my bad, fixed
for m4m
- 01:06:823 (2,3,1) - you don't have to force the stack, it makes the flow too harsh :c sorry, fixed :C
- 01:18:995 (1,2) - I kinda wonder how ppl would read this, can you get some testplays results/feedbacks from other players? i asked for some brazilian players to make a fast tesplay to see if they can read exactly that pattern and the whole diff, i post later just wait aa, but ocassionaly i made like the extra diff, with a difference of spacing the stream 4 by 4 and start a triplet on the first note
Edit: Idealism's Play- 01:42:309 (1,2) - 01:42:652 (1,2) - swap their placement so there are more spacing between 01:42:138 (2,1) - 01:42:823 (2,1) - ? fixed,
all equal and symmetrical- 01:47:795 (1,2) - Why not keep following the melody with triplet? switching to the kick seems too sudden, also you can do another symmetry with 01:48:138 (1,2,3) - changed, too, more clean
Set SL higher.RC wrote:
If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level.
The same as for Hard.RC wrote:
If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.
Namki wrote:
sup Hello!!
offset seems something like +12 to me Done!
50% hitsound volume doesn't give enough feedback to player, consider rising it up to 60-65% and 70% up to 80% Done, setup to 70%
[Harmonical Catostrophe][Extra]
- 00:41:966 (3) - would like to see this emphasized more. Too way prominent sound. I suggest you to just increase spacing. lemme explain,
on insane, extra and harmonical diff i created a special interpretation for that part:
00:42:664 - volume lower, lower spacing (stacking notes, black and white color for small intensity)
00:44:035 - volume increasing, increase spacing (not stack, green and pick color for normal intensity)
00:45:407 - Volume increasing more, increase spacing more (have some distinct sounds so, change patterns duplets/ 1/4 kick sliders change to red and orange combo for high/objective intensity)
i hope u understand my explanation ooo- 00:33:052 (1,2,3,4,5,6,7,8) - it sound less intensier than 00:32:366 (1,2,3,4,5,6,7,8) - but the spacing among circles is equal. Fixed!
- 00:34:595 (2,3) - optional. Try kickslider instead as this double is pretty inaudible Changed!
- 00:56:195 (8,9) - idk if this works well. I think it's still better to have a slider, instead. i following 2 distintic sounds which occours there
00:56:207 - 00:56:293 (9) - , if u notice the both have the same space of every kick slider represented in that section to don't escape from principal sound- 01:41:452 (4,1) - ye, I recommend to increase spacing, current looks too low. Done!!
[Insane]
- 00:41:109 (1,2,1) - maybe move that slider a bit away to avoid tiny overlap? Just looks better with this stream 00:40:595 (1,2,1,2,1,2,1,2) - . Fixed!
- 00:41:966 - pretty the same as for the highest diff.
- 01:14:709 (3,4,1,2,3) - this pattern is misleading. While playing it would've mistaken with just a triple. I highly recommend you to stack them or space properly. done!
- 01:53:966 (1) - unsure about this slider. Like, path is kind of obvious so I think it's fine. changed!
[Hard]
- 00:39:909 (1,2,3,4) - according to the pattern I can say that music doesn't change so having this unemphasized is reasonable. BUT music does change here 00:40:595 - so consider emphasizing it by bigger spacing or something else you find appropriate. fixed!
- 01:33:909 (2,1) - consider rising spacing as well as here 01:34:423 (2,1) - . They're kinda prominent. fixed too i guess
[Normal]
Set SL higher.RC wrote:
If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level. fixed!- 00:22:081 (1,2,3,4) - smaller spacing make little sense because part is about to come to the peak and intensity rises as well as pattern's intensity should. Consider rising spacing. changed, fixed!
- 00:28:595 (1,1) - nazi. Maybe make it 1.7x to avoid that tiny "overlap"? fixed?
- 01:08:538 (4,1) - blanket is off lol, try finding them yourself lol, fixedd
- 01:26:538 (1,2,3) - different spacing is pretty senseless here bc they three have pretty equal prominency. Consider making spacing the same, too. changed a bit to equal!
- 01:48:138 (1) - some random NC. done!
call me back AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA THANKS! OMG AGAIN THIS IS HAPPENING LOL
The same as for Hard. Fixed!RC wrote:
If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.- 01:26:881 (2) - that's off-screen. AAAAAAAAAAAAAAAAAAAA
- 00:08:366 (1,2) - you haven't fixed the spacing here. My bad fixed too
- 00:17:966 (3,4) - idk if 0.08 matters but it's better to not make it differ higher than 0.05x because visually it's pretty noticable. fixed i guess?
- 00:40:595 (3,4) - I believe it's better to place circle a bit left to follow the flow in the best way. changed!
- 00:58:423 (3,1) - inconsistent spacing for sure. reformed!!
Uta wrote:
Gratz!!
Thanks!!!Uta wrote:
Gratz!!
Thanks UwUKittyAdventure wrote:
Uta wrote:
Gratz!!
yeah!! thanks too :OKisses wrote:
net0 would be proud!
Oh Hello! Answering:Bakari wrote:
Shouldn't the source be listed as Pump It Up Prime?
Not actually sure of that, but that'd make more sense. Considering even Andamiro themselves refer to it this way
LOL THATS FAST XDKurai wrote:
fix fix pls, I'll requalify asap
Thank you for looking at my map. I don't have problems to fixed things and etc..Shiirn wrote:
While I'm here, can I offer some advice? sure.
This is not an attempt at stopping this map at all; as it sits right now it is perfectly rankable and clean enough to consider a "good" map, but...
I noticed that a lot of this map utilizes symmetrical patterning, which I think is really cool, but there are several points where you decide to use a specific form of symmetrical pattern at the detriment of following the musical notes, which I feel rather defeats the purpose of making such a pattern-based map - if the patterns are not following the music, you are not making a map, just a collection of "lol this is cool right?" patterns that don't necessarily follow the music when you could easily make symmetrical patterns that do follow the music, you just need to be better.
For more specific examples, here's a few:about "Again, 2 is symmetrical despite the potential for triples to actually follow the music." i said again, i don't placed the triplets because my focus it is on violin and symmetry i made 2 1/4 to make one mirrored to the other and the 1/4 can support the triplets beats.
- 00:12:493 (1,2,1,2,1,2) - Interesting juxtaposition, but the final 1/2 is still part of the little background trawl and would melodically fit better as a 1/4 slider. i don't get it, you can explain better, your words sounds a bit confusing to me =/
- 00:33:750 (1,2,1,2,1,2,1,2) - No real need to NC spam this, the pairs aren't that spaced apart and the musical roll is still just an 8-note set, not four 2s.
well, this is your subjective view, right? I mean, doesn't need more/less spacing to nc that pattern, that pairs of 2 to 2(up and down and other forms) justify what I accurately hear, distinct sounds every 2 notes. NCing are appropriate to have a separation between patterns. In this sense, I think that the NCing here works good, have a lot of separation in patterns because of the instrumentation shifts(focusing on violin and the "noise/distorted sound"). i think that answer can be applied to 01:52:950 (1,2,1,2) - and 01:51:235 (1,2,1,2,1,2,1)- 00:45:578 (2,3,1,2,1,2) - When you follow the staticy trill under 00:45:578 (2,3,1) - but then ignore it entirely for the sake of symmetry with 00:46:093 (1,2) - , this is a blatant statement of "fuck the music, you're playing MY map", which i feel is not what a mapper should generally strive for. fixed, my bad..
- 00:51:578 (1,2,1) - The triple underneath 2 is so powerful and you follow it pretty much every time, but here your precious symmetry fucks it over.
- 00:52:264 (1,2,1,2,3) - This pattern would be amazing if it was something more like THIS, and could even more easily maintain a symmetrical pattern the same way you're doing now, but as it sits it's largely ignoring the music! a big ew to me. reformed, fixed..
- 01:04:607 (1) - Notes like this are 1/6, not 1/8. I'm not sure how the ranking criteria treats these at the moment, but technically the snapping is wrong on a lot of these. I'll leave it up to someone else to actually decide on this. fixed.
- 01:06:493 (2,1,2,3) - see symmetry strikes again - the first 2 would nominally be a triple to follow the backbeat, but you again ignore it for the sake of a symmetrical pattern that could easily be modified to still fit the music and be symmetrical.
- 01:25:178 (1,2,3) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
- 01:32:893 (2,1) - Again, 2 is symmetrical despite the potential for triples to actually follow the music.
- 01:33:407 (1,2,1,2,3) - same as the last time. fixed.
- 01:40:264 (1,2,3,4,5,6,7,8) - Normally you have a 1/4 slider starting this off-beat start rolls off, but here it's a full stream? This goes for MOST of the streams in the last chorus... another error mine, fixed..
- 01:51:235 (1,2,1,2,1,2,1) - this is just all fucked up - the 1/4 2 should be a triple, the split double stream makes no sense, does not fit the map, and is a massive, worthless difficulty spike. i don't want break this pattern (01:51:578 (1,2,1,2) - ) like all did on this section (01:48:835 (1,2,1,2) - ,01:50:207 (1,2,1,2) - to placing a triplet, because that i place the 1/4 slider and not 3/4 like the previous(01:48:493 (1) - , 01:49:864 (1) - ).
- 01:52:950 (1,2,1,2) - these are plain 4 rolls please stop trying to put awkwardly shoved in "inspired by hanzer but now is used so commonly incorrectly and badly that the incorrect and bad execution has become the normal definition" techniques. can u affirm this sentence? well i study about pattern multiple times and i seeing multiple maps with the same pattern(i'm not trying to justify other maps into my, it's just to have a concrete base), that pattern its work good because the low bpm(175) give such time to reading without problems(unfortunately, the map was qualified for 10 hours and at that time only had 1 fc, but I believe that if it was for a longer duration would have many others fc present)
- 01:56:721 (1) - nitpicky but imo this is more of a circle sound than a slider sound :shrug: well, you right but, i hearing an intense sound on that point, i leaving the circle(single note) sound to inferior diffs like hard/normal/easy.
I already said my reasons about that, so.. No.MaridiuS wrote:
Regarding the sliders that could be made in a triple consider it once again.
Yes, if you've consistently represented that particular form of triple with a 1/4 slider in the past, and continue to do so in the future, without a good thematic reason to do so.Kalindraz wrote:
1/4 kick sliders can support triplets
well thanks for the mod, i not a devil plsSaturnalize wrote:
some stuffs hey ya!
00:13:521 (1) - instead of tilting the slider, why don't just create a fake stack? hmm fixed? i guess u mean stack them right
00:13:693 (2) - no whistle as no violin, use drum whistle if u wanna follow the roll set drum whistle
00:34:435 (1) - if the reason you did 1/8 here is because the wub then don't because then you need to follow it to 00:34:778 - which at that time you're following violin well, i can hear 1/8 there, try listen on 25% or 50%
00:36:835 (3) - ctrl+g would give a better impression of looping movement as that's what you did at 00:37:350 (2,3) - , there's no point to make it different movement ye ye!
01:06:664 (1) - Following the previous pattern 01:05:978 (1,2,1,2) - , this should have ctrl+g reformed after shiirn's mod
01:02:893 (1,2) - following the fm, it should start at 01:02:807 instead. Also, I thought you said symmetry and stuff so 2 is better at https://osu.ppy.sh/ss/10184955 (if you persist on keeping it at least blanket 01:02:550 (1) - 's head properly sure!
00:41:293 (1,2) - you don't use 1/8 hold nor 1/4 spam? oh , right!
01:51:235 (1,2) - funny how you feel concerned about the kick here when you don't during the rest of this part, resulting this two sliders the only different thing among 01:48:493 (1) - 01:49:864 (1) - 01:52:607 (1) - 01:53:978 (1) - indeed, i understand after long talk with shiirn, reformed!
01:57:064 (1) - optional but since you did kiai burst here and there, giving one here won't hurt. done, also setup on harmonical, extra and insane diff
please don't bash me I have 26 children i'm gay
add: 00:30:493 (2) - fix stack w okay!
After this i fixed some things to capture that god triplets and other stuff, sorry for anything i don't get it right lolShiirn wrote:
Yes, if you've consistently represented that particular form of triple with a 1/4 slider in the past, and continue to do so in the future, without a good thematic reason to do so.
You already consistently represented those triples as three circles before that pattern, and use three circles after it as well.
There is no non-bullshit reason to force that pattern to use two 1/4 sliders for such a powerful triple that you have always previously and always done after.
Except, apparently, "Because I want to use a perfectly symmetrical pattern here, not one designed around being symmetrical with 2 circles instead of a 1/4 slider".
It took me less than a minute to come up with a replacement example for 01:32:721 (1,2) - . This is obviously not the potentially best one, as there are many you can consider, but it took less than a minute to come up with a way to potentially have a symmetrical pattern that follows the music.
I don't understand what's so hard to understand about this.
aaaa hello, well.. I couldn't figure out the level of fun present. I think this is subjective, I mean, it depends a lot on how each player adapting, experiencing in this type of patterns/map/music.Karen wrote:
01:30:664 (1,2,3,4) - 01:32:035 (1,2,3,4) - please nooo, they just cause unreasonable reading problems, this kind of reading patterns isn't fun because it can be avoided by moving only 1 pixel, the movement doesn't even change, but it would be much easier to read
dont bully me :c!!Loreley wrote:
unreasonable reading problems
g r a t z x d
maybe, about modding: i don't have much to say because, i just said above that, i got the feedback from the people, and that in the view of those involved a pattern in itself isn't unreadable, people recommend this form( mod suggestion) on this thread to keep okay (playable)Delis wrote:
perfectly stacked sliders along with spaced streams are pretty dumb to play thanks.. -_ - anyway i dont know about fun but the point that karen mentioned is objective in both mapping/modding way?
ssorry ;w; isn't my intentionKisses wrote:
rip HD players