7.91 stars, harder, good
Because it can be disqualified for it? Duh?Musty wrote:
to GoldenWolf & Alheak: why are you even talking about timings when at least 20% of this game's beatmaps aren't even correctly timed
then because there maps from Hollow wings in Ranked as Genryuu kaiko and Sentimental Skyscraper?sukiNathan wrote:
I honestly doubt this will make any progress without a remap. Especially being disqualified over many fundamental gameplay issues, not just technical problems (as stated in the DQ post).Mazzerin wrote:
feel free to drop your suggestions everyone, gonna get it done again tomorrow
extra thanks to the bns who made their sacrifice #1 : )
Good luck anyways~
xtrem3x wrote:
then because there maps from Hollow wings in Ranked as Genryuu kaiko and Sentimental Skyscraper?
/me runs
Beomsan wrote:
go go mazzerin
What does it change? It'll be a super difficult map, and the first player to fc it will be considered as a true master, it's just like boss map on every rythm game,stryver12 wrote:
Each mod raises the diff by 0.01 ....
Totally agree !!!!Lilith Sakaki wrote:
Each mod raises the diff by 0.01 ....
What does it change? It'll be a super difficult map, and the first player to fc it will be considered as a true master, it's just like boss map on every rythm game,
you have map that only 1% can pass it and 0.001% can fc it
Like it matters at this point.stryver12 wrote:
Each mod raises the diff by 0.01 ....
Lilith Sakaki wrote:
hey hey hey
Look! A noob is modding a 6+* stars map.
Nah jk, just some stuff i noticed, just pure suggestion :I hope this is helping you a little bit
- 02:44:068(1,2) - Maybe reduce a little bit more the volume for those, i can barely hear what's they're on (or maybe it's me)
its fine- 03:29:640(1,2,3,4,5,1) - Try DS 0.8x?
unnecessary- 03:41:440(1,3) - This sliders can be remapped following the vocals, like you did here 03:35:940(1,2) (not the same timing, i mean, in the same spirit
its a bit off time so i used 1/1 slider on that other one- 04:31:526(1,2,3,4) - I feel this is kinda wasted to leave those circles close to each other
drum beats made me do it
uh i used red stuff where it fit for sbVone wrote:
Hey Mazzerin, love your map and the song! As a suggestion, I think it would be nice if objects from 05:59:126 (1) to 06:22:237 (1) should be red, because of the brutality of the text and the riff
dont really need mods im just waiting for Lust to check it since he promised to about 2 months ago nowfergas wrote:
will you continue to work with it? need mod?
applied some of the minor suggestions like mini spacing imperfectionsiedesu wrote:
Hello:PBlind Faith01:44:069:Stack with 01:43:819 's tail
01:45:069 (4,5,1):These notes are not same in distance, so move this 01:45:569 to x:288, y:284
01:51:444: move this one to x:304, y:244
02:10:194: Isn't this direction looks better?https://osu.ppy.sh/ss/3467252
03:05:912: move to x:188, y:188
03:29:690 (1,2,3,4,5,1,1): Select them all, and move Number 1 to x:144,y:292 https://osu.ppy.sh/ss/3467270
03:35:940 (1,2) :they are not parallel, so make number 2 parallel with Number 1
05:38:666 make distance same with 05:38:246 (1,2,3) I'm saying these two noteshttps://osu.ppy.sh/ss/3467299
07:11:272 (1,2): make them like this:https://osu.ppy.sh/ss/3467309
07:16:834 (2,3,4,1,2,3): these stream distance is too wide to hit because this section's BPM is 240
So decrease the distance
07:24:272 (1,2,3): ^
08:18:272: add here finish?
*your mapset is so great, That's why I'm giving you a kudos
good luck +_<
thanks, last one is needed because kiais aren't rankable on red points though for whatever reason (source: p/4290623 )G9W0V2H0 wrote:
i am is mod Blind Faith!
timing point Green not use is Over Red!00:54:569
instead it, you do instead SHOULD:06:22:237
instead it, you do instead SHOULD:06:40:665
instead it, you do instead SHOULD:07:08:522
instead it, you do instead SHOULD:
Good luck rank Approve top50 scoreboard!!!
sametbhDeltmin wrote:
Mishima Yurara wrote:
Palestine approves
Lol, I guess it's true but you can just alternate like cookiezi did on Kokou no Sousei and get it hit easy. Plus its 8 stars, who cares at this point anyways?Charles445 wrote:
EDIT: More stuff
08:13:522 (1) - Repeat sliders that are short in duration are prime candidates for triggering an unwanted glitch.
p/3545482
This glitch is most likely never going to be fixed.
This is one of the reasons why FC'ing the end of StrangeProgram is so 'hard'.
These repeats are 31ms long, so hitting the object 31ms late will guarantee combo break.
In jump maps like this, players will often purposely hit later than usual to guarantee a hit. This'll pretty much screw them over.
It's a mechanic unintentionally overriding another mechanic. It's a glitch.Osuology wrote:
Lol, I guess it's true but you can just alternate like cookiezi did on Kokou no Sousei and get it hit easy. Plus its 8 stars, who cares at this point anyways?
You think it's a glitch, lol I don't think the game working like it's supposed to is a glitch. You missed a repeat and you don't get combo break. THAT would be a glitch.
What mechanic does it override?Charles445 wrote:
It's a mechanic unintentionally overriding another mechanic. It's a glitch.
It's a glitch that a lot of mappers will have unintentionally put in their maps, so it's extremely important to point out these cases.
Missing >1 slider tick overriding the intended note hit window for a 100/50Osuology wrote:
What mechanic does it override?Charles445 wrote:
It's a mechanic unintentionally overriding another mechanic. It's a glitch.
It's a glitch that a lot of mappers will have unintentionally put in their maps, so it's extremely important to point out these cases.
So basically you're saying it makes the timing wrong? That's peppy's fault for not fixing that, not a weird glitch like helix had.Wookiezi wrote:
Missing >1 slider tick overriding the intended note hit window for a 100/50
Milan- wrote:
-guess u already did what charles said yes
-02:34:569 (1,2) - why are these so close xd fix
-04:29:006 (2,3) - the way that the circle enters to the slider isn't too cool really, you could do a more flowy flow flows flowy flow well flow fix
-05:22:526 (2,3,1) - ^ similar here, the slider shape is not really fitting flow-wise fix
-05:34:526 (2,3) - kinda big jump compared to the previous similar patterns, uhm it's because the 2 notes are stacked now, so i allow myself to make a bigger jump on the 3rd note which is the strongest for the emphasis
-05:36:326 (1,2,3,1,2,3) - u sure? even something like 05:50:726 (1,2,3,1,2,3) - seems to play better fix
-06:10:459 (7,8,1) - the way you change between clockwise and anti c/w in this point seems forced and not so natural to play fix, moved up left instead
-06:46:237 (1,2) - little overlap looks ugly xd ????? idk what you mean but i tried fixing it i guess
-07:04:236 - kinda weird that u ignored the orchestra here. thought this section was around it fix
feel free to not change anything lmao
(btw i got an "extra" https://osu.ppy.sh/s/351825 mod it plz tytyty)
CptBlackBird wrote:
Blue Dragon wrote:
hi, I'm gonna take a quick look with my suggestions since I don't want to see this approved and rage and make a rant post and then get it unqualified because of unnecessary stuff that still bothers me
j/k, map is really fine, but extremely nazi stuff that will make it slightly more enjoyable for whoever can play it
[Blind Faith][/list]
- 01:23:319 (10,1) - The stream's start could be better place so the slider flows in a more decent way towards the stream. This may seem barely applicable because the speed is extremely fast and the player won't even follow the slider perfectly, but due to the last slider-repeat going towards the stream, this will feel slightly more intuitive to play
fix- 01:26:069 (1,2,3) - I think replacing this triple like this makes the pattern flow a bit better and not have 'spikes' of jumps, but instead a cool jumpstream that flows well
fix- 01:32:319 (1) - I honestly don't think a new combo is necessary here unless you want to emphasize the slider, because musically there's not much difference that requires a newcombo
there is big sound- 01:48:819 (2,3,4,5) - idk, this honestly looks ugly imo, is there any reason for the stream to be shaped like this? also combobreakable
fix- 01:52:819 (1) - I don't think there's a need for a newcombo here, the NC in the previous slider already has a big emphasis on the song
i do it a few times in that section, i try to separate the 2 notes from the other sounds- 01:57:069 (1) - move 1 pixel down, this is literally unplayable as it is (jk but my OCD hurts)
fix- 01:57:819 (2) - ^ 2 pixels down tho. maybe in this one you probably did it to avoid stacking but idk. I'm not gonna mention these stacking issues anymore because they're fucking useless but if you actually get bothered about them feel free to fix
fix- 02:29:319 (5,6,7) - may be just me but is the spacing here inconsistent? (as in, between the three notes)
fix- 02:50:578 (3) - in my opinion you could make this slider longer, the note doesn't stop there. would be a pretty nice addition to the music
fix- 03:34:690 (1,2,3) - I think you should space these out since the intensity is the same as the jump in 03:34:440 (5,1) -
fix- 03:41:440 (1,2,3) - kinda sad that you decided to skip the 1/3s here i may have overlooked it but isn't this the only place you skipped them?
it's kinda off time compared to the instrumentals in that part of the song for some reason, talked to pishi about it and we decided not to ignore the instrumentals and time vocals over them, but instead just map the instrumentals there- 04:08:246 (1,2) - Wouldn't (2) be the better place to newcombo it since the strong beat is there?
im grouping it by guitar in that section and i hear 3 notes there- 04:27:206 (1,2,1,2,1,2,1) - what's the reasoning behind these NCs? lol, I don't have anything against them, but knowing how hard the map is, someone may find this a "reason" to get it unqualified due to the HP boost here
kind of a warning that shit is about to go down in the next section- 04:56:486 (1,2) - I think these play much better when spaced. I'd suggest placing (2) around 356;264
fix- 07:12:272 (1) - honestly this one could be more spaced than the rest, since the song's drums are kinda random at this point and OD is fuckhigh I'd just try to make it at least a bit intuitive
fix- 07:13:209 (4) - this note seems off from the stream curve
fix- 07:48:522 (1) - why aren't you using whistles for the rest of this part :[
fix
there's not much I can say really, the map is mapped in a style that doesn't really allow much changing or else there will be a lot of inconsistency so I tried to make subtle changes that would improve how the map played/looked in general
I don't see anything here that would make it unrankable so have an unofficial heart
monstrata wrote:
[just polishing up some stuff]is this happening?!
- Combo Color 1 and 2 are still quite similar. Try these RGB values for Combo 2: R:74 / G:128 / B:191 It'll just be slightly lighter.
fix- 01:11:069 (5) - Not perfectly linear with the other notes.
fix- 02:15:819 (1) - Better to not NC this and instead, NC 02:16:069 (2) - so it's more consistent with your NC pattern with the previous two combo's.
no i can hear the guitar riff start there faintly, thats why i put it there, same for the other chorus/kiai later on- 02:50:578 (3) - I... realy don't know about this slidershape. has it been well tested? because the slider-direction is quite ambiguous. you could go down or up. There *is* a slight bump i see, but i don't know if it's enough of a visual cue. I'll trust your judgement as a top player though, but if you could make it even a bit more obvious, that'd be nice.
fix- 03:03:381 (5,1,2) - Does this sound offbeat or is it just me... I feel like theres a slow-down here.
uh sounds 100% on time to me- 03:38:440 (1,2) - Any reason these sliders have red-points? lol. (not that it matters)
it looks awesome!?!??!- 04:00:086 (1,2,3,4,1) - Okay this spacing is going to confuse people imo... Like the jump from 1>2, then the 1/1 gap from 2>3 yea
fix- 05:54:326 (3,4,1) - Stacks and Blankets duuude
fix- 06:01:792 (1,2,3,4) - For these kinds of patterns, i find that putting the second set of sliders to the opposite side of the flow makes it more readable and easier to play.
fix- 06:36:808 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - This actually looks sooo cool in editor. Nice
looks cool when people miss and die on it too- 07:06:379 (1,2) - YES
easy- 07:17:022 (1,2,3) - I feel like this spacing is too sudden. You could probably nerf it just slightly cuz this spacing increase is for a triple rather than a 5-circle stream so the spacing won't be as appreciated.
it increases with every note in the end of these streams from 07:16:772 (1,2,3,4,1,2,3) -- 08:04:522 (1) - Hmm Kiai starts here, but no change to the orange/red combo colors? I guess the SB didn't include that so it should be fine.
well not all kiais were red, the end of the song is red though!
and why it shouldn't be?Weeaboo wrote:
Why is this ranked again >.<
no we do because we can make a noodleSpaghetti wrote:
AAAAAH congrats dude we need to collab soon
OD 10 is just fine for a map with this kind of note density.jake2 wrote:
maybe i suck but i just feel like this really shouldn't be od 10 just because
If note locking wasn't a thing, then yeah, maybe.jake2 wrote:
maybe i suck but i just feel like this really shouldn't be od 10 just because