wtf
thank you!Neoskylove wrote:
Q hello
[7 star!]
00:16:429 (1,1) - this overlap looks little bit weird imo. alright
00:56:542 (1) - too rangomly located? putting 445,290 could be better imo. i want to keep the sharp angle for easier snap
01:21:088 (7) - How about maki jump for emphasize? good idea
01:30:633 (2) - NC, SV was changed not really necessary, plus if i kept this consistent my map would become one hell of a NC party lol
04:04:269 (5) - 04:04:724 (9) - 04:05:179 (13) - Add NC since you increased DS DS is constantly increasing here, but i get the idea, though i think i prefer keeping as one to emphasize the hold note
04:57:792 (1,2) - Ctrl G for better flow, this flow looks really weird and difficuly imo. it's tricky yes, but it's calculated and plays fine if read correctly
Nothing to mod, GL
changed the hardest ones, should be easier to aim now, thank you againWeber wrote:
hi, just a few thoughts from testing (aka my das bullshit list)
01:44:951 (5,6,7,8,9) - Absolutely brutal aim movement required to nail these, adding on with a super high chance of sliderbreaking, pls nerf (apply to the rest of the patterns in the map that follow this)
more later im tired af
and thanks to you too for this unexpected mod, glad you like it!Hyrax77 wrote:
Hello! I love the map. It's very fun =) oh hello there, thank you
I'm a noobie, so see this as a noobie's point of view!
01:23:815 (1,1,1,1,1) - The time/distance here seems super tight. Maybe shrink the distance a wee bit. well it wouldn't be that challenging anymore for a build up, i know the 1/8s are making this tight but it's intended
01:30:633 (2,3,4,5) - I feel the tails on these could be a smidge shorter. Kind of like 01:52:110 (4,5,6) - here. actually they need to be longer to be consistent with the rest, i want them to be long or they wouldn't have the same visual effect, even if they play relatively the same
01:45:179 (7,8) - These could curve into the direction of the next note. Longer straight ones look a bit clunky. Kind of like 01:59:724 (7,8) - here. yes
05:47:338 (4,1) - The stacking here caught me by surprise, I don't think I seen any other stacks like this throughout. Maybe move 05:47:338 (4) - Just a teensy bit for visibility. guess so yes
Definitely one of my favorite maps, and such a great song! Really great job with keeping the excitement throughout. I love it =)
Hopefully I've helped give some insight from another angle!
03:49:042 (8,9,1,2,3,1,2,3,1,2,3,1,2,3) - Also I love this part c:
I mapped it with large spacing because while I like alt style maps a lot I feel like they usually lack dynamism and snapiness, having more spacing also helps me have a greater range of intensity to better represent and emphasize parts of the song when needed.Lasse wrote:
00:13:985 - I don't really think active 1/8 fit this part and that background noise seems to start earlier anyways, so why not sth like http://i.imgur.com/mj1UGTi.jpg this noise does begin on the blue tick, but indeed it might not play very well like that
01:20:633 (3,4,5,6) - no idea why these have to be split into pairs of 2, they all map the same sound i just thought this fit well with how the build up is progressing, and just putting a stream would be quite boring and not fit with the preceding sliders
01:22:451 (3) - would nc this cause 01:22:906 (1,1) - yes
01:30:633 (2) - think muting tails for these and similar things would be nice yes
02:02:906 (5) - things like this would go well with whistles tru
03:26:656 (5,6,7,8,9,10) - these sound more like they would work as groups of 3 I think, mainly cause of the sound on 03:26:997 (8) - // 03:30:292 (1,2,1,2,1,2) - also different nc usage for the same thing musically seems weird // 04:53:929 (5,6,7,8,9,10) - 04:57:565 (1,2,1,2,1,2) - (this one is also extremly annoying to play lol) added NCs and ctrl+g the last pairs, i wanna keep the double pattern tho, i think it fits better than triples
03:36:542 - starting around here sb loads is pretty high for a long time, there should be other ways to get it to look like that instead of layering your bg image so many timesthere really isn't a decent alternative afaik, if anyone can reduce the load while keeping the sb exactly as it is, i'd gladly take itk it's less bad now, i don't think i can do better tho
02:40:179 - similar sb thing, it's like 6x to 8x up until 03:09:269 - // 00:58:360 - and more spots
03:48:815 (7,8,9) - sounds pretty similar to the things you usually map as high sv 1/8 slider. or at least sounds like having 03:48:929 - clickable would be nice this is true, but the focus now is mostly on the lead synth, and I don't want to overcrowd the playfield to keep it clean, easy to read, snappy and dynamic
04:03:815 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - would be nicer with more spacing overall. pattern is nice, spacing is quite underwhelming compared to all the 1/4 jump spam well this part is way more calm than the jump spam ones, so i highly believe this is appropriate
04:11:088 - why do these suddenly have to be huge 1/4 jumps. felt pretty out of place and kinda overdone to me the second part of the chorus is more intense then the first one
04:25:633 (1,2,3,4,1,2,3,4,1,2,3,4) - well at least here the patterning makes sense cause it's repetitive for repetitive sounds
05:56:542 - why is this suddenly so undermapped i wanted to map the 1/2 drums instead since they're louder than the rest and help me introduce the end
subjective but I think this would've worked better with lower spacing overall instead
some interesting ideas though
Guess I agree yes, it's kinda inconsistent with the previous rhythms as well, thank you for your input and I'm glad you liked it!Kynan wrote:
Hey ! Such a good map, it's rare these days. Really enjoyed it. The ONLY thing I found that disturbed me when I played it was this stacking which I find unintuitive and suggests 1/4 when it's 1/2 02:49:724 (1,2) -
Good luck ! Pls rank <3
Thank you for the unexpected mod, but I believe you have a distorted view of what exactly is rankable and unrankable, I'd suggest reading the rules for a better understanding of the ranking criteria.QiiXshinez wrote:
00:02:224 (3) - Slider ends on a more important beat than it starts on. this is debatable since i'm not prioritizing the drums, my focus here is to have a pattern both fitting the musical pattern while being playable and interesting to play
00:03:247 (6) - Move this slider halfway into where it is now and scale it by .5, then add a circle where the slider used to be on the timeline. this would go against the structure of the section, and my first point still applies here
00:05:860 (2) - First thing again.
00:06:883 (5) - Second thing.
00:09:497 (3) - First thing.
00:10:520 (6) - Second thing.
00:13:133 (2) - First thing.
From 00:14:724 (1) - to 00:21:997 (1) - is all the same gameplay, just about. Change it up a slight bit. would ruin the structure, consistency and there's no reason to do that since nothing in the song encourages it
00:15:519 (1) - If this is the same as 00:16:429 (1) - then 00:17:338 (1,1,1,1,1,1,1,1,1,1) - all have to be the same. they already all are conceptually the same thing
00:14:042 (5) - The repeats aren't on beats. i hear 5 notes within 1/2 a beat, even if there's a possibility of it not being a perfect snap, it's largely approriate
00:29:269 (1) - to 00:41:883 (4) - Might wanna change it up again.
00:42:906 (3) - and a bunch of other sliders before and after this one end on beats just as important as the one at start of the slider, which is unrankable unless it's a kick slider. this is no rule saying that, and I don't understand how is your example related
00:43:815 (1) - to 00:50:065 (4) - Variation.
00:50:860 (3) - New combo. that's not a bad idea but i don't think it's really that necessary, i'll see
01:30:633 (2,3,4,5) - These have to be straight for rank. what?
01:33:360 (3,4,5,6) - Same thing.
01:40:292 (2,3,4) - If one is curved, the others have to be curved too. If one is straight, the others have to be straight. what rule would that be
01:45:179 (7,8) - Just in case, you might wanna make these straight like 01:44:951 (5,6) - .
01:48:247 (4) - Same curved-straight thing as before.
01:52:110 (4,5,6) - Having these curved might be OK, but I think they have to be straight.
01:59:497 (5,6,7,8) - You know the drill.
02:09:269 (1) - This flows badly. Move it closer to the slider. this is just fine
03:41:542 (7,8,9,10) - Curved.
03:44:269 (2,3,4) - Not a very comfortable pattern. develop your points, i can't figure out exactly why you would think that, besides,
you're probaably playing it wrong
03:56:088 (7,8,9,10) - Can't be curved and same as above. I can understand doing it slower for some aesthetics but not as a sorta stream pattern.
03:58:815 (2,3,4) - ^
04:11:088 (1,2,3,4,1,2,3,4,1,2,3,4) - Whoa the difficulty jumps are off the charts.
04:13:360 (4,5,6) -
04:18:360 (1,2,3,4,1,2,3,4,1,2,3,4) - Stack leniency 0 is unrankable. since when
04:25:633 (1,2,3,4,1,2,3,4,1,2,3,4) - Difficulty jumps again. Pretty patterns though.
04:27:906 (4,5,6) - Curved and uncomfortable
05:08:588 (5,6,7,8) - Make these straight and more comfortable.
05:11:542 (1,2,3,4) - Unrankable.
05:15:747 (4,5,6) - ^
05:18:360 (1,2,3,4) - ^
05:26:088 (1,2,3,4) - ^
05:30:406 (5,6,7,8,9,10) - So uncomfortable.
05:32:338 (6,7) - The hitsounds on these objects make it seem like, when you're playing it at 100% speed, that there's no sounds. how is that? they just sound right to me
05:33:815 (5) - New combo, this is very misleading. It seems like it's gonna be fast but it's the opposite. doesn't matter since it's a hold anyway, changed for consistency with the previous similar pattern 01:55:633 (1,1,2,3) -
06:02:054 (1) - Pretty short. largely clearable
Fix this all up, and I think you'll get a rank!