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Sota Fujimori - polygon

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Topic Starter
Kaifin
i don't really want to bicker with you, sorry for being passive aggressive i was just frustrated with your point of view and arguments

what I said wasn't very nice, and I apologize for venting my frustrations on you and flaming
revurii

squirrelpascals wrote:

• 00:59:461 (6,1) - Don't like the way this reads, simply because you mainly stack your streams at 00:58:772 (1,2,3) - so there might be some confusion there. Same for 01:04:978 (6,1) - and etc stacked

• 01:00:237 (4,5) - I would prefer just spacing these, since its hard to discern a perfect overlap from the low spaced stream at 00:59:979 (1,2,3,4) - to read this properly. Same for 01:05:755 (4,5) - fixed

• 01:07:910 (1,2,1,2,1,2,1,2,1) - I don't see much structure behind this pattern tbh, just looks like a bunch of sporadically placed circles fixed

• 01:41:789 (2) - Looks like it would be read as a 1/4 long slider tbh, compared to the length of 01:39:462 (2) - changed

Garden wrote:

  1. 01:00:410 (5) - 01:05:927 (5) - try nc for better readability, the approaching circles kinda screw me up fixed
  2. 01:01:186 (1,2) - broke combo here on my first try lol, kinda unexpected movement but it makes enough sense lol
  3. 01:41:703 (1,2,3,1,2,3) - is it possible to nerf the pattern a bit? 01:41:703 (1,2,3) - this part requires quite some attention to read properly, which makes 01:42:048 (1,2,3) - even much harder to hit nerfeddddd
I tried changing a few things here and there to remedy how I didn't like my parts but in the end I'm still kinda disgusted by my old self lul
Left
when

pls rank and get best map of the year
Karen
top
00:02:651 (2,1) - it's strange that you didn't space them but you spaced 00:02:479 (2,1) - , 00:02:565 (1,1) - they are the same sound
00:09:375 (2,1,2,3) - consider change the flow here it looks very unnatural, something like this http://puu.sh/xIyBu/b7a370da73.jpg
00:12:996 (2,3) - can add new combos
00:14:979 (2,2) - they are not perfectly stacked, is that on purpose? and i don't think perfect stacked sliders is a good idea, it just increases the difficulty of reading, try something like this? http://puu.sh/xIyIr/0a785552f3.jpg it works the same but it's easier to read
00:17:565 (1,2,1,2) - ^
00:22:048 (1,2,3) - i didn't expect such a huge jump here, can you make the spacing consistent with 00:16:530 (1,2,3) - this one, the current jump shouldn't appear in this part imo
00:25:410 (3,2) - aesthetics please it's very ugly http://puu.sh/xIyTT/04d680ffb9.jpg
00:29:979 - doubles are cool but i don't think you could ignore this, i'd like to use this rhythm: 00:29:806 - http://puu.sh/xIyZN/14c03aac11.jpg
00:32:996 (4,1) - should space this as 00:33:082 (1) - it's a downbeat http://puu.sh/xIz4o/d4bed8402d.jpg
00:34:806 (1) - try a circle instead, 00:35:065 (2,2) - you emphasize the downbeats on the second circles so i think you should do this for 00:34:806 - it too
00:40:324 (1) - remove nc?
00:40:841 (1) - ^ same
00:42:220 (2) - just a suggestion http://puu.sh/xIzhk/8051408119.jpg
00:55:410 (1) - remove nc
kiai is cool

bonzi diff is perfect

Incrementally Hi-Speed Extreme
00:12:996 (2,3) - nc
00:27:824 (4) - i think it would be better to delete this circle if you want to make the square pattern, it just ruins everything
00:33:255 (3,4) - ^ :( move them to another place?
00:34:721 (2,3) - why no jump?
01:08:599 (1,1,1) - http://puu.sh/xIzTx/60d2fbd637.jpg
01:11:703 (1) - it's 1/4 in your top diff
01:27:048 (3,4) - flow could be improved http://puu.sh/xIA1R/ac31973a6a.jpg
01:47:910 - what's the difficulty spike? why does it suddenly become so easy
Topic Starter
Kaifin

Karen wrote:

top
00:02:651 (2,1) - it's strange that you didn't space them but you spaced 00:02:479 (2,1) - , 00:02:565 (1,1) - they are the same sound yep,
fixed and changed shape/placements around it slightly to fix

00:09:375 (2,1,2,3) - consider change the flow here it looks very unnatural, something like this http://puu.sh/xIyBu/b7a370da73.jpg i think this flow here is fine, these two sliders 00:09:117 (1,2) - lead into the wiggle motion of 00:09:634 (1,2) - which is already established on this sound earlier at places like 00:04:117 (1,2,3) - so making it straight wouldnt fit as well since all the other ones aren't linear movement
00:12:996 (2,3) - can add new combos added
00:14:979 (2,2) - they are not perfectly stacked, is that on purpose? and i don't think perfect stacked sliders is a good idea, it just increases the difficulty of reading, try something like this? http://puu.sh/xIyIr/0a785552f3.jpg it works the same but it's easier to read fixed them both to be like you suggested
00:17:565 (1,2,1,2) - ^
00:22:048 (1,2,3) - i didn't expect such a huge jump here, can you make the spacing consistent with 00:16:530 (1,2,3) - this one, the current jump shouldn't appear in this part imo nade smaller, i made this one decrease in spacing from 2-3 unlike the first one for contrast let me know if i should just make it consistent
00:25:410 (3,2) - aesthetics please it's very ugly http://puu.sh/xIyTT/04d680ffb9.jpg fixed idk what i was thinking forgive me
00:29:979 - doubles are cool but i don't think you could ignore this, i'd like to use this rhythm: 00:29:806 - http://puu.sh/xIyZN/14c03aac11.jpg i agree with you: changed to something similar to what you suggested just using 1/4 slider to keep flow and adding a note
00:32:996 (4,1) - should space this as 00:33:082 (1) - it's a downbeat http://puu.sh/xIz4o/d4bed8402d.jpg spaced
00:34:806 (1) - try a circle instead, 00:35:065 (2,2) - you emphasize the downbeats on the second circles so i think you should do this for 00:34:806 - it too no, i would rather use 1/4 slider here because it leads much much more naturally into the 00:34:979 (1,2,1,2) - pattern/rhythm and has a better effect this way imo
00:40:324 (1) - remove nc? removed
00:40:841 (1) - ^ same removed
00:42:220 (2) - just a suggestion http://puu.sh/xIzhk/8051408119.jpg i prefer the placement thats there because of 00:43:427 (1) - 00:42:134 (1) -
00:55:410 (1) - remove nc removed
kiai is cool

bonzi diff is perfect agree

Incrementally Hi-Speed Extreme
00:12:996 (2,3) - nc did iit
00:27:824 (4) - i think it would be better to delete this circle if you want to make the square pattern, it just ruins everything omg i made pattern way cooler now by removing im silly to have not realized this
00:33:255 (3,4) - ^ :( move them to another place? fixed up this whole section and changed the patterning
00:34:721 (2,3) - why no jump? i think that here, the repeat has enough emphasis that using a jump would make it less impactful
01:08:599 (1,1,1) - http://puu.sh/xIzTx/60d2fbd637.jpg agreed, except i kept the last one 1/2 for cool contrast
01:11:703 (1) - it's 1/4 in your top diff i made it clickable in top diff so i didnt want it to be 1/6, here it is okay to make 1/6 because its not clickable
01:27:048 (3,4) - flow could be improved http://puu.sh/xIA1R/ac31973a6a.jpg i want to emphasis circular motion from 01:26:789 (2) - slider to 01:27:048 (3) - since player moves in circles the whole kiaii
01:47:910 - what's the difficulty spike? why does it suddenly become so easy i wanted the sv/intensity to slowly wind down with the song in
this diff since it gets faster and faster so i thought ending slower and slower would be a good idea, i think its fitting with the song but if its too extreme of a difficulty change i can buff spacing but i want to keep it somewhat simple like this
thank you for the mod, applied basically all and tweaked some stuff based on what you said + fixed 00:29:289 - rhythm in high speed extra: if you think i should change in expert/extra let me know but i think it is fitting rhythm and dont want to ditch it in all diff

also updated revurii/lolicore diff
kyle
holy fuck i really wish i didn't update to post monstrata mod god damn.
fieryrage
hi dont let this 33333333333333

theres still some stuff im curious about mainly on the top diff:
01:17:565 (1) - it's still pretty confusing what you're following here; is it the synth or the vocals? because having 01:19:634 - empty feels rather pointless if it's either or, since the note is there in both instances zz (i know i said this in a previous mod i forgot what the response was Please Do Not Kill)
01:26:530 (1,4) - having overlap here makes this pattern really difficult in comparison to the rest of the patterns in this section, why not do a linear pattern like the other times before?
01:36:186 (1,2,3,4) - similarly, this also plays bad mainly because of the direction of flow coming from 01:36:013 (2,1) - this, doing something like two stacks to emphasize the synths on 01:36:186 (1,3) - would be cool here I think
01:41:703 (1,2,3,1,2,3) - kind of unnecessary to have 1/4 jumps at the end of the kiai tbh, though it's not that big of a deal I guess
01:45:237 (3) - if you're following the synth primarily here, this shouldn't be mapped, and I assume you are considering everything else

ok3

if u let this die i kill you3
Topic Starter
Kaifin

fieryrage wrote:

hi dont let this 33333333333333

theres still some stuff im curious about mainly on the top diff:
01:17:565 (1) - it's still pretty confusing what you're following here; is it the synth or the vocals? because having 01:19:634 - empty feels rather pointless if it's either or, since the note is there in both instances zz (i know i said this in a previous mod i forgot what the response was Please Do Not Kill) 01:17:565 (1,2) - synth and the rest is vocals, that staticy sound stuck out so i mapped it, then the rest is mapped to the vocals
01:26:530 (1,4) - having overlap here makes this pattern really difficult in comparison to the rest of the patterns in this section, why not do a linear pattern like the other times before? the rhythm is introduced then expanded upon with patterning throughout the kiai of the map: its pretty subjective and flows with the music, i think the pattern is fitting because of the context (the low spacing + slider just before it) i personally dont find this one too difficult to read and havent seen people really struggle with it
01:36:186 (1,2,3,4) - similarly, this also plays bad mainly because of the direction of flow coming from 01:36:013 (2,1) - this, doing something like two stacks to emphasize the synths on 01:36:186 (1,3) - would be cool here I think stacks here would flow badly, i'll think about changing the angle slightly but i think you shouldn't think about the flow so linearly, the player is going to be moving in circles
01:41:703 (1,2,3,1,2,3) - kind of unnecessary to have 1/4 jumps at the end of the kiai tbh, though it's not that big of a deal I guess its the peak of intensity in the song and the peak of intensity in the patterning
01:45:237 (3) - if you're following the synth primarily here, this shouldn't be mapped, and I assume you are considering everything else i hear what you're saying at 50% but i really think its probably better to map this note for playability/consistency, i'll think about changing it

ok3

if u let this die i kill you3
i appreciate your thoughts, if i decide to update this i'll keep them in mind
Topic Starter
Kaifin


metadata source: http://www.konamistyle.jp/sp/jubeat_copious/index.html

changelist, all minor stuff

unhinged

  1. minor NC tweak at 01:08:599 (1,1,1) - for consistency
  2. stacked the sliders that were slightly offset before because of ranking criteria changes :)
  3. fixed a couple stacks for consistency

hispeed

  1. 00:27:737 (1,2) - added note and slight pattern tweak to fit better with sound + play better
  2. 00:59:979 (1,2,3) - ctrl h'd for flow
  3. 01:00:841 (1) - rotated by 10 degrees for flow

and i double checked and tweaked the hitsounds in all the diffs!!
WORSTPOLACKEU
I am really concerned about the playability of the top 3 diffs.
Bonzi's diff is nice until you get to the kiai, the other 2 diffs just make no sense in terms of intensity and rhythm choice sometimes, it feels like you switched from focusing on one instrument or sound to another every second sometimes, is there no way to make this more balanced and intuitive?
I'll mod this later when I get back from school so what I say is not just empty here.
I could just put it this way though - I can not even follow half of it in edit.
Topic Starter
Kaifin

WORSTPOLACKEU wrote:

I could just put it this way though - I can not even follow half of it in edit.

you are not the target audience for the map: just because you can't play something because you aren't skilled enough does not mean it is bad

WORSTPOLACKEU

Kaifin wrote:

WORSTPOLACKEU wrote:

I could just put it this way though - I can not even follow half of it in edit.

you are not the target audience for the map: just because you can't play something because you aren't skilled enough does not mean it is bad

I might not be the target for this map but I also happen to be a mapper and modder so I know something about flow, emphasis and movement.
I just state my opinion and I'd like to mod the map and point out the stuff I think should not be there or get an explanation to why it is done the way it is.

I also never said it is bad, I just said I am concerned about the playability of the map, unexplained spacing and bad flow or rhythm choice.

Stating that Cookiezi is the target you can basically put anything in the editor and he will be able to play it so it's not a good example.
Cookiezi can play anything, he could play the 9 star dada map, does not make it ranked quality.

Although I can admit, Bonzi's diff Kiai is playable, I am just not good enough to hit that, other 2 diffs is not the case.

Also just browsed and saw Karen say the same thing "The map is pretty nice in my opinion but i doubt the playablity of the top diffs."
Topic Starter
Kaifin
that karen post is a joke if you couldn't tell lol

i'd be happy to address all your concerns and explain the mapping choices to you
VINXIS
the map is for players that enjoy "technical" maps for the most part so if u dont really enjoy playing "technical" maps and if u cant really play it in the first place then ur not gunna have a good time and ur Most probably not the target audience

if u wanna talk about something thats truly half-assed with respect to being "technical" then u sud look at https://osu.ppy.sh/s/592485
WORSTPOLACKEU
Maybe you are right, I'll just refrain from what I said!
After talking a bit to Kaifin I think he has an idea of what he was doing and following the music as he wishes.
I'll just leave this as it is because the map is cool even if I disagree with a lot it might just not be a good map for me to mod.
Good luck!

Also the map you linked seems fine, difficulty spikes and intensity is made well imo, maybe the patterns are a bit overkill but the intense parts are in the intense moments of the song.

In Kaifin's map, I think this does not exist but it might just be my thinking and that's why I don't want to mod it anymore, it would refrain from what Kaifin's idea of the song was and I don't want to change his vision!
Karen
before 20178 ends anyone wanna help rank polygon
VINXIS
Ok lemme just get uhhhhhhhhhhhhhhhhhhhhhhhh bubblePop[p
Topic Starter
Kaifin

Karen wrote:

before 20178 ends anyone wanna help rank polygon
xLolicore-
wait what the fuck it's happening?/////////
gco
:shock:
Pira
You've just activated my trap card

I summon Mir to this thread
Mir

Opsi wrote:

You've just activated my trap card

I summon Mir to this thread
https://www.youtube.com/watch?v=5FjWe31S_0g
Irreversible
Reeeecheck

[unhinged]
00:01:013 (1) - So I find a less dense intro more interesting, and I believe it was different before? Not quiiite sure though. But idk, I would find it pretty cool if you could exclusively follow this prominent sound, making 00:01:013 (1) - kind of unnecessary if you know what I mean
00:02:048 (1) - That hitsound on the end sounds really spammy for what the song offers. Would get rid off it
00:13:427 - Almost similar to above, the whole map is rather dense, but I think it's those little tweaks in rhythm which would make it so mooore interesting! My suggestion here is to create some super cool tension by deleting this slider and simply adding a circle 00:13:513 - . Like this: http://puu.sh/z0V1X/f87da2c664.jpg The speed up after will be so more emphasized as well and that's just so cool..
(to second what I said above: you also create those cool feelings 00:57:737 - here, so yeah, that speaks for my suggestions :p)
01:20:668 (1,2,3) - Somehow off (spacing)
01:38:255 (1,1,2,1,2,1) - This map is really for ppl who enjoy technical things. but doesn't this seem kind of very over the top? Maybe u can bring in your experience here.

^ maybe you can apply the rhythm suggestions to the other diffs too

[Expert]
01:19:117 (1) - What's this following?

call me for sure
Bursthammy
this bg suck
Topic Starter
Kaifin

Irreversible wrote:

Reeeecheck

[unhinged]
00:01:013 (1) - So I find a less dense intro more interesting, and I believe it was different before? Not quiiite sure though. But idk, I would find it pretty cool if you could exclusively follow this prominent sound, making 00:01:013 (1) - kind of unnecessary if you know what I mean i totally understand what you mean, but i think that the sound that this is following is too important to skip, and i really like the 'whir' effect of how it sounds/plays with the song
00:02:048 (1) - That hitsound on the end sounds really spammy for what the song offers. Would get rid off it removed hitsound in all diffs
00:13:427 - Almost similar to above, the whole map is rather dense, but I think it's those little tweaks in rhythm which would make it so mooore interesting! My suggestion here is to create some super cool tension by deleting this slider and simply adding a circle 00:13:513 - . Like this: http://puu.sh/z0V1X/f87da2c664.jpg The speed up after will be so more emphasized as well and that's just so cool..
(to second what I said above: you also create those cool feelings 00:57:737 - here, so yeah, that speaks for my suggestions :p) applied,
for the second example you linked i think that the "ah ah ow" 00:57:737 (1,2,1) - sound is too important to skip over

01:20:668 (1,2,3) - Somehow off (spacing) made it slightly more spaced, a more interesting pattern this way as well and gives more emphasis to the stop at 01:21:358 (1,2,3) -
01:38:255 (1,1,2,1,2,1) - This map is really for ppl who enjoy technical things. but doesn't this seem kind of very over the top? Maybe u can bring in your experience here. this isnt too hard to play, the motion is a lot different then it may appear in the editor as it ends up playing a lot more circular with the motion really paying off with the somewhat "stunted" finale of 01:38:944 (1,1,2,1,2,1,2) - which gives this so much sectional emphasis as a pattern

^ maybe you can apply the rhythm suggestions to the other diffs too im going to keep the simplified rhythm in the other diffs because it plays well to their gimmicks in some (high speed and expert because it emphasizes the slider velocity movement) and just to keep it simplistic in the extra

[Expert]
01:19:117 (1) - What's this following? the vocal sample has a note on the head and a note at the end, then the last note of it as mapped at 01:19:548 (2) - to give the pattern a kinda "spacey" feeling with how the sample sounds

call me for sure
calling ;)
Topic Starter
Kaifin

Weber wrote:

this bg suck
unrelated good bg

xLolicore-
2018 lookin good
Irreversible
DEWERI DANG GE DANG GE GE-GE GEEDANG GEDANG ∠(゚Д゚)/

approved by doge + chirpy
anna apple
grats !
Kroytz
gz
Izzywing
Poggers
Lulu-
bonzi! needs more Osu
fieryrage
kaifin: this is never getting ranked

Lol

hp drain on bonzi's is way too high imo but o well more challenge passes
Asphyxia
Grats~
Nakano Itsuki
holy shieeeet
Gratz~
_Meep_
yes
Nwolf
I believe the current bg doesn't fit the song at all. Nowhere is this song related to random animu girls, dogs with birds on their head or some small shop at a street corner. However, the dog is cute and I would propose to use the following picture as bg instead:



I hope you take this post seriously as I am the 2nd greatest being on earth, beaten only by our lord and saviour doge. Praise doge.
salchow

Nwolf wrote:

I believe the current bg doesn't fit the song at all. Nowhere is this song related to random animu girls, dogs with birds on their head or some small shop at a street corner. However, the dog is cute and I would propose to use the following picture as bg instead:



I hope you take this post seriously as I am the 2nd greatest being on earth, beaten only by our lord and saviour doge. Praise doge.
ahh... ffs nvulf.
kbd
WOOO YEA
Topic Starter
Kaifin
@nwolf that is the most beautiful background ive ever seen i will put that in the description as soon as i get home
Bursthammy


You are now moderator of /r/MildlyInfuriating.
Kawashiro
Congratz!!
fieryrage
Sorry in advance to Kaifin for not doing this earlier when I modded twice already but I genuinely did not playtest this difficulty enough and yeah here we are

I'm gonna be honest, playing this through a bit more, everything in this set is top notch except for Bonzi's diff, particularly 01:20:324 (1) - 01:31:358 (1) - the 10 seconds here since everything else is good in the map as it is.

I have a couple of concerns with the patterns, mostly involving the amount of overlaps in some sections:
  1. 01:22:996 (2,1) - this angle is really awkward considering you're setting the player up to expect a staircase-like pattern like 01:22:737 (1,2,1,2) - these, but instead go for an obtuse angle that immediately switches direction; this is REALLY confusing to play especially at a high bpm (well, for the most part, considering this plays like an alt map at 174 bpm).
  2. 01:24:030 (4,5,6,1,2,3) - this is near impossible to read at this AR (or any AR, really) due to the amount of overlaps in such a short amount of time, you'd basically have to go into the editor just to figure out how this pattern plays (either that or play it five times over, assuming you don't straight-up fail before it). the same thing applies to 01:26:788 (4,5,6,1,2,3) - this as well, although to a lesser extent.
  3. 01:25:151 (1,2,1,2,1,2,1,2) - this pattern is basically the only reason I'm making this mod, this is completely unplayable as it stands right now. it basically amplifies everything from the first point about angle changes and turns it up to 11, because every note in this entire pattern changes angles and distance. rhythmically speaking, it makes sense, but from a playability standpoint, this plays really badly since 01:25:237 (2,1) - the distance here then shortens immediately to 01:25:324 (1,2) - the same distance as it was before. it's a lot more noticeable here than in the other patterns because the spacing difference is a LOT bigger, and plays more like a random jump than 01:20:582 (4,1) - stuff like this does. honestly, there's really no way I can explain it that well, just look at literally anyone playing this pattern. it's impossible to play correctly and should be remapped imo.
  4. 01:26:099 (4,1) - these are also ridiculously hard to play properly considering you're already waving your cursor around in a circle-like motion; adding a jump to it throws every player off and starting another circle-like motion immediately after in a different direction is basically asking for people to miss once and notelock this entire pattern, failing the map.
I really think that Bonzi's diff should be remapped in that section; it heavily contrasts in playability with the entire set and makes little to no sense from a playability standpoint. I tried getting some other high ranked players to pass this map and they all consistently died in this section while doing fairly decently everywhere else. It's fine aesthetically speaking, but it plays horribly.

I understand it's a difficulty spike, but then wouldn't it make more sense to just have the other kiai section just as difficult? As it stands right now it's just an unnecessary contrast to the rest of the map, which is otherwise fine.

(for the record, I don't think this is DQ-worthy, I just feel like this diff could've been polished in that section a lot more)
TEAM BARD
kaifin is my fucking waifu
Nathan
@kaifinosu
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Monstrata
Grats on rank. rip Xexxar :)
Ascendance

fieryrage wrote:

I really think that Bonzi's diff should be remapped in that section; it heavily contrasts in playability with the entire set and makes little to no sense from a playability standpoint.

fieryrage wrote:

(for the record, I don't think this is DQ-worthy, I just feel like this diff could've been polished in that section a lot more)
which could it be
Topic Starter
Kaifin
thanks for the congrats everyone :)

replying for bonzi since he is currently on a journey of self discovery (not playing osu)

for reference to my reply, i can play bonzi's diff and my best play is a pass with 16 misses

fieryrage wrote:

Sorry in advance to Kaifin for not doing this earlier when I modded twice already but I genuinely did not playtest this difficulty enough and yeah here we are

I'm gonna be honest, playing this through a bit more, everything in this set is top notch except for Bonzi's diff, particularly 01:20:324 (1) - 01:31:358 (1) - the 10 seconds here since everything else is good in the map as it is.

I have a couple of concerns with the patterns, mostly involving the amount of overlaps in some sections:
  1. 01:22:996 (2,1) - this angle is really awkward considering you're setting the player up to expect a staircase-like pattern like 01:22:737 (1,2,1,2) - these, but instead go for an obtuse angle that immediately switches direction; this is REALLY confusing to play especially at a high bpm (well, for the most part, considering this plays like an alt map at 174 bpm). this angle is not awkward for a few reasons: the player is not snapping to each note of the staircase as the motion of it is completely circular (look at it like 01:22:392 (1,2,1) - 01:22:565 (1,2,1) - 01:22:737 (1,2,1) - rather than 4 sets of doubles), thus all this circular motion needs a payoff in the form of 01:22:909 (1,2,1) - the angle isn't the most friendly, but it's far from obtuse
  2. 01:24:030 (4,5,6,1,2,3) - this is near impossible to read at this AR (or any AR, really) due to the amount of overlaps in such a short amount of time, you'd basically have to go into the editor just to figure out how this pattern plays (either that or play it five times over, assuming you don't straight-up fail before it). the same thing applies to 01:26:788 (4,5,6,1,2,3) - this as well, although to a lesser extent. i don't really understand what you mean by it's "impossible to sightread" as thats simply not true, note the context clues of the map before this that teach you how to read this pattern 01:21:271 (4,5,6,1,2,3) - it's a bit dense but i think its ridiculous to say it's unreadable when i've seen multiple people sightread it
  3. 01:25:151 (1,2,1,2,1,2,1,2) - this pattern is basically the only reason I'm making this mod, this is completely unplayable as it stands right now. it basically amplifies everything from the first point about angle changes and turns it up to 11, because every note in this entire pattern changes angles and distance. rhythmically speaking, it makes sense, but from a playability standpoint, this plays really badly since 01:25:237 (2,1) - the distance here then shortens immediately to 01:25:324 (1,2) - the same distance as it was before. it's a lot more noticeable here than in the other patterns because the spacing difference is a LOT bigger, and plays more like a random jump than 01:20:582 (4,1) - stuff like this does. honestly, there's really no way I can explain it that well, just look at literally anyone playing this pattern. it's impossible to play correctly and should be remapped imo. i'm not too sure what the big deal is seeing as this is circular motion, just snap to the first note of each pair lol it's sectional and plays really cool, there's even an lenient gap 01:24:978 (4) - before hand so you have a fair shake at the pattern, it's not like the stream leads into it or anything so i think this is completely reasonable: just because it is extremely difficult does not mean it is not well mapped
  4. 01:26:099 (4,1) - these are also ridiculously hard to play properly considering you're already waving your cursor around in a circle-like motion; adding a jump to it throws every player off and starting another circle-like motion immediately after in a different direction is basically asking for people to miss once and notelock this entire pattern, failing the map.
i'm not sure what your point here is, yeah it's hard but so is the whole map and section? if the player is "waving their cursor around" at this part then they're doing something wrong because the snap from 01:25:669 (1,2,1) - and motion of 01:25:841 (1,2,3,4) - completely reset the player's aim control, and if they haven't regained aim control by 01:26:099 (4,1) - then they probably just aren't good enough to aim/play the map

i just want to note unrelated that it doesn't make sense for you to bring up that overlapping section and NOT bring up 01:26:530 (1,2,3,4,5,6,1,2,3) - which i would consider a harder overlap to read (it's still fair for the same reasons obviously but just pointing it out)


I really think that Bonzi's diff should be remapped in that section; it heavily contrasts in playability with the entire set and makes little to no sense from a playability standpoint. I tried getting some other high ranked players to pass this map and they all consistently died in this section while doing fairly decently everywhere else. It's fine aesthetically speaking, but it plays horribly. they are not strong enough: it's fucking hard but it is completely fair in how it is executed and how it plays, and i can attest to that by both being able to play the map and from several testplays from other top tech players

I understand it's a difficulty spike, but then wouldn't it make more sense to just have the other kiai section just as difficult? As it stands right now it's just an unnecessary contrast to the rest of the map, which is otherwise fine. now this is the point that probably requires the most explanation:
the second half of the kiai in the song sounds a lot more sectional (it sounds a lot more like 1234______1234 _______1234 then the 1234 1234 1234 of the previous first half), so Bonzi interpreted that by putting more of an emphasis on the large 1/4 jumps between the sets of 4 notes rather than continuing his gimmick from the first half: it gets expanded upon to the point of the same difficulty with 01:36:875 (1,2,3,4,1,2,3,4,1,2,3,4) - eventually, but it would be really unfair to the player to throw this right at them so the gimmick is established until this point so that it doesn't come out of nowhere: it might feel like the first half is a lot harder but i don't think that means it is any less representative of the song


(for the record, I don't think this is DQ-worthy, I just feel like this diff could've been polished in that section a lot more)
hopefully this clears up a bit of the thinking behind Bonzi's diff, hopefully i was a good reply standin as we talked about his diff a lot while he was making it and i really think it's an amazing map
Sebu
Gratz!
Akitoshi
gratz
rinkon
handbreaking patterns
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