Update: After numerous amounts of complaints I've decided to rework the calm deathstream section.
Kurai wrote:
Ok lol, I'm going to try giving this a shot! Hell yeah, thanks <3
[Purgatory]
- 00:55:005 (3) - The way this circle is stacked below the previous sliders makes it barely visible, especially considering how fast the map is going. Imo the problem here is the fact that I lack other options to emphasize this. There are clearly 3 distinguishable sounds and 2 sounds with lesser emphasis, which means it can't just be a regular 5 note stream. It doesn't have that much power in it so sliderjumps aren't really too much of an option too. This pattern is in fact readable and all three objects there are placed the same way so even if the player doesn't realise it's a circle, the short distance of 1/4 sliders make the player's cursor basically stationary so you can safely assume that there won't be any movement problems. Even if the player didn't realise that the last object there was a circle and not a slider, he has an entire beat of break there to recover. I feel like this is the best possible way to emphasize that and I'm happy to change that if you give me any logical alternatives without overmapping these.
- 01:04:005 (1,2,3,4,5,6) - Not really a fan of this pattern being under the previous circles. Even if at this level playing is more based on intuition and feeling rather than pure observtion, I still believe that if you cannot really see how many objects you have to click, you cannot really comprehend the pattern (and I'm not talking about sightreading). Aight, fixed
- 01:06:525 (3) - Same as before regarding the circle being hidden.
- 01:10:365 (3) - Here again.
- 01:14:205 (3) - o w o again.
- 01:18:045 (3) - zzz
- 01:19:965 - Ah ok LMAO, is this even humanly possible? Ask the guys that composed this song lol
- 01:27:645 (1) - if you're going to have such a slow slider after such a fast stream (not a big fan of this kind of patterns in the first place), at least make sure half of its shape is not covered in circles.
- 01:29:805 - http://up.kuraip.net/0721m4z67E2269.png ??????????????? xd
- 01:31:516 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - This pattern looked pretty ugly at first sight, but I understand what you did here. Though I don't know if putting 01:32:460 (2,3) - next to both 01:32:182 (1,2,3,4) - and 01:31:960 (1,2,3,4) - is actually a good idea (weird cursor movement necessary). It's fine as it is, no testplayers that I've spectated had any problem with that moment whatsoever.
- 01:35:182 (2) - Bad overlap. Fixed
- 01:44:627 (2) - Here again, not such a good idea to put it under a stream, makes it barely visible at this speed. Different combo colors make it easier, if you look at the color palette , every single color is distinguishably different and varying.
- 02:04:071 (4) - I don't like objects being that close to the bottom of the screen, it's not comfortable to play. Anyway, I don't think anyone would complain about this circle considering the amount of pressure this map must put the players through. Welp, you explained it yourself.
- 02:09:515 (1) - Why the new combo mark here? My bad there.
- 02:10:182 (1,2,3,4,1) - Even in the editor I had troubles noticing you put circles here. Make sure they are visible please. Fixed, hope you like it now!
- 02:29:738 (1) - This sldier randomly going another slider doesn't look great. Imo it's nothing too special, just wanted to add some more visuals there.
- 02:39:404 (2) - A bit too close from the HP bar in my opnion. Aight, lowered it a tiny amount.
- 03:00:401 (1) - Don't hide the slider path under the stream. There is no way the play can anticipate the SV change this way. It's perfectly readable because of the high AR.
- 03:03:790 (2,3,4) - This is really confusing. I mean, i understand what you are trying to do, but the circles are barely visible, it just appears as if they are not present and the pattern is only composed of 03:03:512 (1,2,3,4,1,1) - . I agree, this is too confusing. I rotated the stream a little so that it's more readable now.
- 03:09:512 (1,1,1) - Too close from the HP bar? Fixed
- 04:00:402 (1) - I don't like the way the path is hidden under the stream. The player shouldn't have to guess it. Imo high AR still makes up for it, after watching it multiple times through the autoplay I can assure you that it IS visible.
Alright, I guess that's all from me Merci
Thanks for the bubble, Kurai!Kurai wrote:
I'm pretty satisfied witht he structure of the map as it is and I don't really mind bubbling it. I know this map is rather controversial conidering its difficulty, but as long as there is an audience, I don't see anything wrong with nominating it.
This map is two songs merged in one, hence the / seperation. I don't see anything wrong with the merge as it is done correctly and the two songs are rather similar.
Metadata: https://uniqueleader.com/new-releases/r ... gal-ki-en/ ← Rings of Saturns' record label.
aaaaaa
you dont need to be so passive agressive to someone trying to help[Nemesis] wrote:
a post whining about the similar styles, or an actual mod fixing some of the issues that the map has?GoldenWolf wrote:
I am making a post, just wait a bit.
The webiste doesn't include drain time of the last object. Im guessing you know this applies to spinners but it also applies to sliders as wellF1r3tar wrote:
bro
Just because a sound exists doesn't mean you have to map it. It's all about whether it's appropriate and fitting with the overall rhythm (which is why you have skipped sounds in lower diffs). Having said this I didn't actually look at your individual points but still felt the need to point this out, because you know, reasonsfrukoyurdakul wrote:
Hello, I'd like to say some things about this map's timing and some structure. Since I'm not a STD mapper I can't know the STD mapping structure but I can still hear the sounds
It's actually audible. You can clearly hear a buzzing sound from the soft hitsound set.Yuii- wrote:
2) 04:18:179 - 10% volume means there's no feedback. And no feedback is no good. Is actually so "not good" that is not allowed by the RC, so you might wanna bump that volume all the way up to, at least, 35%~ volume.
Good idea, I'll rework a couple of unnecessarily controversial patterns and I believe it's good to go again.Kurai wrote:
It's actually audible. You can clearly hear a buzzing sound from the soft hitsound set.Yuii- wrote:
2) 04:18:179 - 10% volume means there's no feedback. And no feedback is no good. Is actually so "not good" that is not allowed by the RC, so you might wanna bump that volume all the way up to, at least, 35%~ volume.
Popping this for now until issues are solved.
Disagree if your argument is only the music not being properly audible.Zeptaxis wrote:
Stream starting at 04:18:179 (1) - seems very overmapped and unfitting for the background noise, considering it's not properly audible even at 25% speed
- 04:20:845 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - This massive deathstream in such a quiet part I feel doesn't reflect the song's intensity very well especially when you mapped pretty much the same sounds with repeat sliders just before at 04:18:179 (1,1) - and the guitar even gets slightly louder at 04:23:512 (1,1) - but repeats are used instead of actual streams. Ideally there should be a consistency in intensity but there is only super easy and super hard.GranDSenpai wrote:
03:57:957 (1,2,3,4,5) - 1/3 instead of 1/4 pls