Xenok wrote:Thanks for the mod, it is really useful
Delis wrote:can you get someone whos cool at timing someone else from gw, I feel like the timing needed to be double plus some metronome resets additionally (01:12:072 - vs 02:35:628 - etc) but I'm not too sure sadly. I can clearly say the offset should be around -15 but since the timing points sometimes don't rely on previous timeline (for example: 02:23:167 (1) -) this might need to be variable in every timing change. I will search for timing
00:03:033 (2,3,1) - I don't think these really are necessary to be in this bottom. I mean, you could've moved the chain of the combo slightly up to make these more comfortable for tablet user, or just for me. it doesn't break anything anyway. Isn't that super personnal opinion? I don't see why I could not use the bottom of the map >personal opinion: what. modding must be something that only points out things that only make sense on your logic completely??? no way that's really impossible. I have no idea why you sounded like triggered anyway, just you could've said that my opinion is trash. to get to the point, why did you have to use the bottom of the playfield and having a small blank in the top then? I've already explained why and it's not just my fucking personal opinion this goes for anyone who has larger tablet area, or small hand with somehow large area either way, and it's a super easy fix which doesn't make anything in this section worse. plus to use the mapping field on balance I don't really see why you would sue this that hard.
00:05:448 (1) - why don't you just snap the slider tail on the next blue tick, since the timing lines in this part aren't supported for the piano and the violin still continues to 00:06:388 - so most likely this is ???. Nice proposition
00:22:295 (1) - I don't really get both the jump onto 00:22:517 (1) - and the nc spam afterward. for the 00:22:295 (1) - this sv change is causing reading 00:22:517 (1,1,1,1) - a lot harder even though the music doesn't indicate anything for it, and then the quite fast sv on 00:22:517 - doesn't really allow players to feel the incredible sv change comfy. https://delisha.s-ul.eu/UD38nPbn I would just put the slider like how the 3/4 looking like slider generally should be. and for the new combos it's a bad usage after the slider 00:22:295 (1) - when they have different rhythm actually? at least I would have one more sv change in the middle (00:22:739 -) to make the nc spam more sense, more ideally would just make them more jumpy to avoid misunderstanding the rhythm with 00:22:295 (1) - otherwise the patterning here doesn't make sense to me at all. The nc spam and the sv change is here to support the chinese cymbal that the drummer hit, a very powerful cymbal imo. I even hitsound it to make it more clear. About the "jump", here slider leniency do a great work.
Even if, the player would see a stop on the previous slider and see the next slider appearing a bit more far, so he will just rush it, giving him the good momentum to follow the sv change without problem. the nc is used in every slider to promote more power, I don't think it's prohibited to use nc spam even if there is no slider velocity change, and it is exaclty how I want it to be. In the case of playability of this pattern, I made testplay this map to a lot of players and any of them told me this pattern was unpredictible, especially hard or not fitting. I think I explained my thought enough to prove why I made this like this and how it's making sense to me... poorly "the momentum" thing here doesn't work well at all. it just plays bad which only makes the flow worse. I still don't get the point of the slower slider can be a thing and so the jump onto 00:22:517 (1) - ? the sv changes here are pretty non sense for the sake of structure so why don't you just have these nc spams, sv changes etc in everywhere. 00:19:850 (2) - there's the chinese cymbal sound (it's just your custom hitsound tho...) but u did nothing effective in game play such as sv change, even emphasizing isn't done at all even though the actual reason of this being problem came out. the sound here is exactly same as 00:22:961 - only just thing that might be different from it is how strong the sound is, which is only slightly different in volume. alright this can be enough for your point to be invalid about the jump from the very slow slider, but what about 01:45:850 (1) - this is properly done unlike 00:22:295 (1) - and so 01:46:517 (1) - is also making the pattern good enough not just underwhelming small spacing stuff yet still you're against my point here for some reason. i also would say "because players DIDN'T MENTION" is something valid to argue due to that's not what you did or anything, if this were a thing I would just deny all mods by saying "its fine cuz my friend said so" lol.
00:27:406 (5) - in the case if you didn't notice, it's overmapped. I'm not really a fan of 1/4 sliders in 270 bpm because it plays too lol but aside that you can remove the clap on the slider tail. it's not really overmapped since the drummer is giving two little snare hit, even if they're not really loud it's clearly the rhythm the song is giving imo, you can also hear the synth that is doing some noises in 1/4 at this part, following the same rhythm. Since it's only snare playing I don't really see why I should remove the clap. About the playability of a 1/8 135bpm slider, it actually play like a 1/4 jump with just this slider tail in between, the only thing that will change is READING wise where the player could missread. Also I can't just consider the player reading skill in this pattern since if you have a normal reading skill it shouldn't affect him. here again, I didn't see any players having problem with this pattern I don't know if I'm deaf but I've never heard any snare sound that supports the clap sound on the slider tail. if you still think the random synth sounds need to be followed you're obviously ignoring it at 00:27:239 - that should be followed by making the slider 1/8 but few ms later you got the logic that to follow all the sounds played in background and forgotten a sec later already (if the logic goes right 00:28:073 - should also be followed through this diff but never happens all the time.) and I'm not saying 1/8 in this bpm is causing me mad because i cant play, I'm good enough to play this map rofl.
I'm just saying that because it plays bad.
00:30:517 (9) - would be nice if the slider tail were heading to the circle instead of a bad blanket. I'm sorry I didn't understand your proposition https://delisha.s-ul.eu/Th9efLi6
00:31:517 - the slider head seems to be suitable for a finish or something. Totally, chinese cymbal finish added here
00:32:961 - normal finish?? Totally, added
01:06:726 (3) - normal finish fits better tbh you're true, the drummer is playing a crash cymbal and not a chinese cymbal here, but I really like how it sounds here and it add a bit of variety for the following cymbal being a normal too, I want to let it like this because I really like how it sound
01:14:739 - unless it's on purpose normal finish fits better same as above, it add some variety and fit really well imo those just make u look like "loo i wanna go edgy nothing else" but fine, nobody cares hitsounds in 2017 anyway.
01:36:350 (3) - the slider should be snapped in 1/6 (01:36:368 - ) so its tail as well. Looks like being the rhythm I wasn't finding, nice
01:50:961 (5) - same as 00:27:406 (5) - same
01:59:628 (5,1) - eh, why. the sound where (5) is at indeed doesn't sound as strong as 01:59:738 - but it definitely deservers some emphasis according to your spacing logic in this section? for example, 01:56:073 (1) - and 01:56:517 (1) - are emphasized in spacing even though the sounds in music are just slightly louder in comparison, and so, 01:59:517 (4,5) - are much different compared to the two I brought up yet they're in the same group with 01:59:184 (1,2,3,4) -. if 01:59:739 (1) - is really important that makes you to break the entire patterning here, that might be reasonable. although what about 02:01:739 (4) - ? this seems to really reserve the emphasis in spacing if 01:59:628 (5,1) - is the thing but you did nothing here. I haven't checked all the sound in this part fully so more can be found out, doing it was kind of a pain to me so orz. You are right, changed them even if I think it will be even harder to play lol
02:38:239 (6,1) - 02:38:684 (3,1) - obvious in game play but they look really similar to 02:37:628 (2,3) - 02:37:961 (4,5) - lol would be better to have them visually more clean that can be differentiated at first glance. You are totally true but I don't know how I would make this more clear. Usually,
when something is faster (1/4 vs 1/8), making the spacing smaller just solve the case but here since it's already stacked I don't really see how I should make it more clear. If you have a good idea I take it gladly https://delisha.s-ul.eu/WYSc2k0m just manual stack the 1/8s solves
02:59:906 (3) - same as 01:36:350 (3) - changed
03:14:239 (3) - is this needed to be mapped out? the 1/6 burst 03:10:517 (1,2,3) - was somehow reasonable because it can be a transition onto the new section which the guitars are more intense but this doesn't work like that so without it can be more friendly for players. I think it would be more challenging! also, it's not hard to play that tbh, it's clearly visible that it's 1/8 and plays pretty well imo, don't need to be nerfed since it's not very hard to play [color=#4
000BF]I sincerely don't know what you're saying, 1/8 in this bpm can't be easier in any way. and it's still farther from the previous slider which requires a bit of reading ability, only how the circles look like is the way to judge that it's a 1/4 or 1/8.[/color]
04:12:795 (3) - same as 01:36:350 (3) - changed
04:22:739 (1) - don't you think not using 45 degree slider can look greater xD https://delisha.s-ul.eu/prub4Vvt Well it's not really the flow I want to give at this pattern, you can clearly see that I tried to make the same kind of flow at 00:22:517 - and 01:46:072 - quite irrelevant though. you could've made 04:22:499 (1) - 45 degree as well otherwise the concept here is not understandable for anyone since the first high sv slider wasn't left out of the 2 fast sliders afterwards in the other sections. to explain more in detail, 01:46:055 (1,1) - these are connected in flow, 00:22:515 (1,1) - is also obviously connected as it's used small spacing each other, but 04:22:499 (1) - is just being together with 04:22:277 (1) - but 04:22:721 (1) - so who would notice it's related.
04:27:406 (5) - same as 00:27:406 (5) - same
uh what, the song named Ideal is never hitsounded? I didn't think it was needing an hitsounding but I do it so doesn't this make it unrankable according to the ranking criteria already xD. anyway I'm popping this due to the timing issues/snapping errors I've given in my mod, and also I think this can improve more before this is going to be in the ranked section. like I didn't really repeat myself about your patterning here but you could just consider them into the entire difficulty not just one point, so maybe gathering more mods would help it I think. merging two songs into one to be appropriate length for app is... super lame though. Well I'm not the first mapper to do that, and I don't think it's a bad thing since the composer "Paspal" clearly used the same sonorities in Ideal that in the intro of fairlady with his "bells" and sound pretty similar imo.nothing can make sense unless the song called "Ideal" is the after story of "Fairlady:Reincarnation", plus the official mentioned that it actually is. otherwise it's just lame af