- Removed SB difficulty (which was not there when bubbled, I added it accidentally after applying Noffy’s mod)
- Changed particle.png so now it should be less lag.
- Changed particle.png so now it should be less lag.
Ascendance wrote:
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
My insomnia is keeping me up zzzzNoffy wrote:
Ascendance wrote:
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
yes
👍
all good for skin and sb, all things detailed in my last post were fixed.
edit:
normal-hitclap22
normal-hitclap61
normal-hitclap70
normal-hitfinish61
normal-hitwhistle12
seem to be delayed, double-check these
normal-hitfinish22
normal-hitfinish70
hitsounds which are very biased towards the right side, it's not a big deal, but can be a bit weird during gameplay.
thanks for modAscendance wrote:
Recheck
General:Platter:
- Tick Rate 2?
- Maybe change the top diff name? Doesn't really make sense to me lol
not mentioned = fixed
- 00:09:960 - the amount of dashes could be reduced in places like these, for example, 00:10:575 (3,4,5,6,1,2,3,4,5,6,7,8) - is constantly dashing movements maybe make only the important ones dashes while the others stay walks
- 00:14:883 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - same issue here
- 00:25:344 (3,4) - i don't think notes like these need to be dashes, maybe only dash to sounds like 00:25:652 (4,1) - . Apply this where you can in this section.
- 00:37:806 (2,1) - reduce here since no other movements are dashes like this one
- you could add a dash at 00:39:037 (2,1) - though
- 00:43:960 (2,1) - could use a dash still
- 00:44:883 (2,3,4) - could all be reduced to walks here to emphasize jumps on 00:45:344 (4,1) - (do this for any reoccurance also)
- 00:53:037 (1,2,3,4) - maybe a bit too hard for a platter difficulty
- basically just do your best to thin out the amount of consecutive dashes in this difficulty please. Also, some more hypers would be welcomed at important parts
Rain:Overdose:
- 00:17:037 (2,1) - Spinner gap needs to be a 1/2 bar per the RC
- I'd select 01:25:344 (2,4) - and move them to x:254, the distances are pretty big right now
- 01:28:729 (1,2,3) - same here, these could be reduced especially since it's some strong antiflow movements
- 01:30:575 (1,2) - I don't really like the vertical slider repeats, maybe either giving them slight tilts or making them L-shaped would be cool this plays pretty fun tho
- 01:32:267 (4,1) - Spinner gap needs to be 1/2
- 01:32:421 (1,1) - Rightward spin into left note is mean :< probably but i think it's still better to keep xd
- 02:29:037 (1,1) - these are the only instances where 3/4 is used, i'd just keep it as 1/2
- 04:01:037 (2,1) - 1/2 gap no comment means fixed
Top Diff:
- 01:36:729 (3,4) - this rhythm is kinda bad, completely skips the red tick for a blue tick rhythm that doesn't exist. please for cases like this just simplify to 1/2. okay
- 01:53:652 (2,3,4,5,6,7) - weird inwards curve to a strong dash at 8, could maybe rearrange this to make it play nicer k
- 01:54:883 (2) - 1/2 here k
- 01:57:498 (3,4,5,6) - distance could be reduced here, same with the next few cases of this too done
- 02:01:190 (3,4) - edge dash, either reduce to a normal dash or increase to hyper my mistake lol fixed
- 02:26:421 (7,1) - really strong cross screen hyper for a noise that's not that strong lol fixed!
- 02:27:498 (4,1) - could be reduced, this is pretty strong ^
- 02:35:190 - I would've liked to see more vocal emphasis here instead of the background music since every other diff does it fixed a bit
- 02:54:883 (1,2,3,4,5,6) - these are all pretty far from each other, could use a nerf for sure reworked this part
- 02:55:806 (5,6,1) - nothing changed musically here, why are these hdashed?
- 02:56:267 (1,2,3) - same to here, the only hdashes should be between 02:56:729 (3,4) - . This goes for the next section at 02:57:344 - also
- 02:59:806 - this feels way overdone to me, could you please tone it down a bit? there's no reason it should be more intense than the kiai
- 03:03:498 - and 01:33:652 - consistency where
- 03:14:575 (1,2) - 1/2 here please ye
- 03:27:037 (2,3) - 1/2 ah
- 03:45:960 (3,4) - etc etc etc y
- 04:01:344 (1,1,1) - this is aids please do not do this k
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
- 01:07:037 (3,4,5) - Stream shapes like this are pretty uncomfortable, do you mind fixing a few shapes like these and making them nicer to play? this plays fine for me and considering it's top diff it should be fine
- 01:08:729 (6,7,1,2) - these distances are pretty rough, could you reduce them please? reduced
- 01:10:114 (7) - making this fully ohrizontal to the left and moving it to x350 feels nice to me, less flowbreak here current one plays fine and it fits with the overall style
- 01:11:190 (6) - x:285 here please for distance issues this doens't need that much nerf, just reduced a bit
- 01:25:037 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These streams feel too sharp and aren't really fun to play. Could you please change them in a way that feels more interactive and less frustrating? Maybe curves or l-shapes? I think this is pretty subjective it plays pretty fun for me
- 02:32:883 (1,2,3,4) - dont think the hypers are necessary here oh sure
- 02:35:190 (1) - why's this an extended slider? no other difficulty does this, just normal vocal emphasis for consistency would be much better the extended one seems to be consistent with the sliders like 02:43:806 (1) - and I still think it fits with such relaxing part
- 02:59:806 - Whole section feels pretty overdone, maybe you could do hdashes between 02:59:960 (2,1) - 03:00:267 (2,1) - etc every group of 2 they respectively have strong sounds on each sliders so I don't see a reason to change it
- 03:02:267 - This could also be toned down a bit please ^ pretty much the same reason as above
- 03:21:498 (5) - x:145 for distance this one isn't that far
Thank you for the mod!Yumeno Himiko wrote:
some mod on the Storyboard
[Storyboard]
ring.png has too much redundant transparent area, causing unneeded load burst in many timing sections. ok
same for flare/s.png, it can also get reduced. ok
The bottom part of HK.png is not used, may consider remove them to keep SB load below 5.0x ok
70652 - The white.png(line 150684) is not sharing the same moving speed as the arrow.png(line 249257) ok
227239 - a useless black.png(line 83371) takes about 2.0x load, please remove it. for the white.png(line 313262 and line 313276), ok consider use vy to scale the image instead of using my command, the white.png is pretty large for taking the sb load. Changing this will take me hours. Since the sb load is not very high in this part I will pass.
For the last 10x part I have no idea, but it will be a good choice to make the circle scaling effect into animation, this can reduce sb load quickly. The file size will be too big to upload if I make them animated.
243804 - The last transition of the clock is pretty strange, use fade out to make it smoother. ok
Ascendance wrote:
Trick or Treat
Karoo13 wrote:
While this is dq'd can we talk about posthumous? The reverse slider streams are technically justified but the flow and spacing into the sliders at the end is ridiculous. I suggest that the sliders spiral with flow from the stream, smaller jump, and are visually arranged so they aren't hidden under slider tails/reverse arrows from earlier (maybe blanketed by the stream, since it is already circular arc). The spacing in the spaced stream is not that big. Replace all reversed sliders with circles and you will see what players actually play when doing this seemingly impossible stream. When it was loved, quite a few players had FC'd this part. For the spiral slider, I am very hesitant to put it in space with the stream in question because the sound where the slider hits is sudden and does not, subjectively speaking, fits if I put it in flow. Rather, a position at which it is not quite expected where the spiral slider is (but not unreadable) suits the sound perfectly.
Then there is the 0-stack part... I have come to terms with the fact that the middle notes of the triples are not mapped to any sound, but even then, the choice of where triples are inserted is inconsistent with the song, and the new combo structure is inconsistent with itself.
From 24-32 seconds, triples follow the high note of the scale, or mark the descending part of the scale. This much is fine, but then the last 2 triples break the pattern, as the scale does not descend on those. 00:32:344 (1) - needs to be removed, and 00:32:960 (1) - is maybe ok, but since the note following the triple actually goes up in pitch rather than down, this deserves different treatment from the others, I would suggest move 00:33:190 (1) - off of the stack, to around 38,100.
And maybe adjust the hitsounds and combos around that, i cant even tell what you were trying to do with the combos, but it should follow a consistent pattern through the stack. This is not a problem at all. You may have disabled hitsound and skin so you cannot see it is actually a Taiko pattern with taiko hitsound and taiko NC arrangement and that's why you find it so unreasonable? The rhythm is perfectly fine. I confess, it is slightly overmapped in this part but it is just how taiko is.
Gabe wrote:
While it is still in pending, is there a reason why the taiko difficulties have the 'Taiko' in their difficulty names?
Alright, all good! Thanks for the explanation.nold_1702 wrote:
It is the early naming system but has become obsolete. I include the word because I think it brings nostalgia seeing something obsolete being used again, matching the theme of the song.Gabe wrote:
While it is still in pending, is there a reason why the taiko difficulties have the 'Taiko' in their difficulty names?