present me better arguments before attempting to give me your two cents. a lot of your arguments are based on how you see the game and how you interpret it. when some of your reasoning is just so egregious it's hard to take you seriously, and on top of that you expect me to reply properly when half the time i don't even understand the point you're trying to make.Before I posted the mod I contacted 2 bns and a member of QAT, which both agreed on my concerns. Its not just me tying to bring attention to myself.
2. you didn't even ask a question. anyway, it's not a new concept, it's just a 1/4 triangle. maybe if you had played the map you'd realize there was already a huge one at 00:49:743 (1,2,3) - . what makes you think it's unintuitive, unexpected, and forced? and how is it even remotely close to whack-a-mole when it's fully representative of the music? if you saying it's hard to read then read better, because it really isn't hard to read at all.00:49:743 - is a part of progression that started from 00:49:368 -
while 00:52:180 (1) - is an independent thing.
In first case you know that there are 1/4s spam, so you play it properly because you used a concept of progression, even tho it wasnt executed good, my comment from initial mod:
01:01:368 (1,2,3,4) - the way you make escalation here is way different from 00:49:368 (1,2,3,4,1,2,3) - these are the same music phrases but ehhhhhh in first one you do 3.3x > 3.3x > 3.3x> 3.3x > 5.7x > 5.7xSo yeah, I affirm that this triangle triplet is overemphasized.
In the second one theres is like: 2.3x > 3.9x > 4.2x > 4.3x
3. you're saying everyone fails at every part the most. stop pulling statistics out of your ass to try and back up your reasoning, it's just fluff. read my reply to mir if you want my thoughts on this pattern. and i do think what i've done is sufficient.I watched 3 replays: Yaong, OPJames and someone else i cant recall now, all of them failed that part.
I do think that you still HAVE to show what is fast and what is not visually, your arguments like "there are NC" are really weak. Nobody looks at combos at 160 bpm / 3.13x SV.
4. basically a preference thing, not much there is to it. it's a slow part and pretty inconsequential whether something is changed to be 'objectively better' anyway.My point is, you overemphasized a huge part of this map, but this place lacks it, you could use a different slider shape with a flow change at 00:23:868 -
Dont forget that 00:23:868 - still has a tick sound, which isnt reflected in objects at all. Its a sliders combined from 3 progressively increasing loops, which has nothing to do with the vocals or music.
6. that's not an objective flaw, that's a flaw on how you as a modder & mapper fail to analyze maps from a player's perspective and assume how patterns are read just from a glance in the editor. the ability to read can't simply be extrapolated that easily and it's evident from how stubborn you are that you think these two patterns can be in any form, confused for one another. firstly, neither has any form on consistent playback that would indicate a concept or gimmick and thus the player would not have formed any such assumptions. next, the approach rate is literally maximum, a big 10. 1/4 and 1/2 differences at this bpm, which is relatively low, is extremely easy to tell apart. in fact i'm pretty sure even people playing hidden won't stumble on these patterns. and lastly, they don't even belong in the same section of music. what the hell the two sections are completely different lmao how could this not be any more obvious. also not to mention the stack isn't even the same lol.alright