Take care!
Volta's Oni or Volta's "custom diff name" goes better hereRC wrote:
Excluding a mapset’s hardest difficulty, a difficulty’s name must accurately indicate its level of difficulty. Conventional difficulty names vary between game modes, but any set of clearly progressive difficulty names can be alternatively used. Additionally, a mapset’s hardest difficulty should not use a misrepresentative difficulty name.
edit: wait hello it was dq’d without even any effort to allow evidence to be shown? wtf is disVolta wrote:
- Frontier - wrote:
z
short mod and bad mod as well
- diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
I personally think that this is not a problem here, as you said there is no need to represent the level of a difficilty in a marathon map but at least he's writting the gamemode this difficuly is representing and that's ok for an approved map. Arcwin is not representing a difficulty name either, you can only find the number of keys (that represent properly the gamemode) and the other word is "Marathon". This is not a reason to disqualify a map imo.Nardoxyribonucleic wrote:
Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".
Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode.
It is not common as I have never seen that before, so probably something is wrong there.mancuso_JM_ wrote:
Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.
main problem here is that will that requalification process be available for the whole week? since i cant update while in japan, no comp, will be back in 5 daysRaiden wrote:
Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
already addressed this in pms with kittyadventure.KittyAdventure wrote:
Why "bg friends.jpg" looks disproportionated? I mean you edit it with adding height with forced
Thank you so much for the mod, Sir Feerum! About the snaps, they are made on regular snaps for simplification (without using any irregular snaps except a little on the very last part). Piano sounds are really sensitive to be mapped especially if it is played by a human and not computer generated where it can be snapped even on the highest snaps like 1/32 and 1/64. Most snaps are based on the timing points given and it is no problem if played on the normal rate (as they are so minimal). Even with these opinions, I will leave it to you or other QATs to decide and to check the difficulty/snaps whether they are acceptable or not. Though, all points are acknowledged and noted appreciatively and will be used as reference if ever to re-update.Feerum wrote:
Hallu. I have something to point out for the Mania diff so this is for arcwin!
Hi arcwin, long time not seen! Heyo long time as well o/
Soo.. it's regarding of snapping at some places.
[Arcwin's Marathon]SPOILERThat's all. Remaining looks cool. Like i said i would like to hear from you about this. Some seem to be really off but maybe you have some kind of plan behind all thisSo it's about 03:46:350 (226350|0,226550|3) - . I have to assume that you follow with your notes the Piano in this part, because.. almost all notes do so. If this is the case, these two notes are not correctly snapped and come way too late.
03:46:350 (226350|0) - This one should be on 03:46:300 - (1/8)
03:46:550 (226550|3) - And this one at 03:46:500 - (1/8)
I first thought you might follow the vocal, but even if so, the note at 03:46:550 (226550|3) - would be still wrong snapped and too early. For regularity, I made it 1/4 and it matches along with the vocal so I'll left it like that. at 03:46:550 - It may sound like it is too early but it is where the sound of vocal exactly started (like 0 to 100 volume). The standard mode has this note as well.
03:57:761 (237761|0) - This one is debatable. It is too late.. but for simplification i would leave it where it is. same as above
04:00:547 (240547|2) - This one seems to be too early too. Should be moved 1/12 up i think same as above.
Okay, and now the ending from 04:53:160 - where a bunch of problems appear regarding the snaps. Replied on my message below.
04:53:360 (293360|1) - This one should be on 04:53:393 - (1/12) to catch the piano.
04:53:560 (293560|2) - This one is weird. Before the note is a sound, after the note is a sound.. but not at the note lol. So which one you tried to follow?
Guitar is on 04:53:535 - (1/16) and the Piano is on 04:53:610 - (1/8).. uhh.. yeah. I really don't know which sound you tried to catch so i just point out both
04:53:760 (293760|0) - I first thought this would be a ghost note.. but after increase the volume to 100% i hear a really silent piano sound.. i am not sure if it's correctly snapped.. maybe move it 1/16 up? But i am really unsure because it's so quiet..
04:54:185 (294185|0) - This one should clearly be on 04:54:218 - (1/12)
04:54:385 (294385|2) - This one should be on 04:54:410 - (1/16)
04:56:540 (296540|3) - This is the last one.. mh.. it seems to be too late and i would move it 1/16 down.
Otherwise really nice song, i like *namirin <3 I like her songs too <3
Protastic101 wrote:
Sorry about the late DQ orz
While a lot of snaps can just be simplified to the nearest 1/2 or 1/4 or whatever is more commonly encountered by the player, the part at 03:45:850 - is too nuanced to be simplified as it currently is.
03:45:883 - 03:45:916 - Not really that important, but if you wanted to add the 1/12 graces here, I think it'd be cool but I doubt it's all that important and the 1/4 is fine. keeping the 1/4th then o/
03:46:350 (226350|0,226550|3) - Should be shifted down by 1/8 ok!
03:47:550 (227550|3,227550|2) - 1/16 above at 03:47:575 -
03:57:761 (237761|0) - 1/16 below at 03:57:736 - , but this and the one above aren't really as necessary I'll keep them then o u o)b
04:00:547 (240547|2) - Up by 1/8 to 04:00:597 - 1/8 seems too late, used 1/12 instead just what Sir Feerum's suggested
Otherwise I feel like the snaps should be fine as they currently are.
Final thing I'd like to mention is the hitsound volume. I would keep the hs vol at 04:53:160 - the same as at 04:33:935 - because 20% is barely audible and took me a few tries to hear it even on 0% music and 100% effects. Similarly, the beginning at 00:00:350 - is only audible on the jumps because of the double hit. done! also done other points of Sir Feerum's
Fast fixed > u <)b also adjusted other hitsounds (20 => 35% , 35 => 40)Protastic101 wrote:
can you just make the beginning hs vol 35% like the end? I still can't hear the hitnormals for the single notes. Even then, the ending is also pretty hard at 35% and 40% may be better but idk
fixedTofu1222 wrote:
[Arcwin's Marathon]Fix and I will bubble.
- 03:48:000 (228000|0) - Just too weak this one here so I don't really think you need this. (You didn't catch the weak one here 03:48:750 - too).