7*
00:40:690 (1) - wanna fix the rhythm here? It's a normal triple at the red tick
00:40:690 (1) - wanna fix the rhythm here? It's a normal triple at the red tick
I appreciate your comments, but I think our ideas on jump spacing simply differ. I'd be happy to discuss this more with you so you can get my perspective better, but I won't be making changes without better analysis. I don't think "horizontal jumps are generally harder to play... etc..." is enough analysis so please consider my analysis on vectors and angles too. It's not something I usually explain because ppl just go "ugh so pedantic etc..." but I think you're one of the BN's who can appreciate the theory.Bonsai wrote:
whatKaren wrote:
#2
@Monstrata: It would be cool if you could convey your point a bit simpler, all I got from this is that you're talking about angles which I don't really understnad bc my suggestion barely changes any angles at all, I just simply reduced the spacing to make it more fitting, you can still make (6,7) be horizontal by moving (7), I have nothing against that. Theres a huge angle change from 4>5>6 though, looking at your example. 6 Needs to be lower to reduce the angle. I also want a larger spacing here to emphasize the intensity increase I'm trying to convey. I was barely talking about angles tbh. A lot of it is y and x axis vectors. When you consider jumps, you also consider angles, and their alignment with the x and y axis. When you move your hand, unless you are slanting your hand or holding your pen/mouse at an angle, you will be putting force on your pen/mouse in both an x and y axis, the combination of which, gives the slant (maths maths etc...).
Yes, we discussed forceful increase of intensity in jump patterns in Quaver already, and your point was that you purely did it for difficulty, so I don't really see what you're trying to tell me lol That quote looks really bad out of context, can you not paint me in that color, thanks. We can move Quaver discussion to quaver, it's getting ranked sooner or later anyways.
Intensity increases naturally from the amount of jumps you map, when you already have more high-spaced jumps in a row here than anywhere else then there is no need to forcefully increase the spacing even more when it has absolutely zero justification in the song
My point about NCing 00:22:843 (5) - is that this is the start of a measure and it's only natural to NC those since you're doing that everywhere else too, and you have a lot of those short combos anyways, so the question for me is rather whether there's any reason not to put a NC here It's mor natural to NC this way imo. The reason people NC on the start of the measure is to give an indicator of rhythm. I believe I'm doing the same, except i'm showing the rhythm by not NC"ing on the downbeat.
Do you really feel the need to indicate obvious anti-jumps at this diff-level? I highly doubt that any player skilled enough for this map will misread them when not NCd, and this just creates unnecessary imbalance in the drain, so again I don't see a reason why not NCing them would be bad in any way It doesn't hurt.
And I still definitely do not hear any note at 00:23:074 and you didn't map it in any other diff either, not even Eclipse, so maybe you wanna make a rhythmic reduction here too eh I'll take a closer look when I'm home.
god bless MaakkeliMaakkeli wrote:
7*
00:40:690 (1) - wanna fix the rhythm here? It's a normal triple at the red tick
Fixed!Bonsai wrote:
And I still definitely do not hear any note at 00:23:074 and you didn't map it in any other diff either, not even Eclipse, so maybe you wanna make a rhythmic reduction here too eh
ctb stylemick2903 wrote:
I like how OD is matching AR on the above insane diffs... like in the good old times, where you had no choice but to have them match Osu! needs more high OD goodness :3
not nearly as extreme as his 85% > 20% volume drops in Path of Wind :palacat wrote:
I don't know why only 45% volume in Excruciating Extra diff. But i can hear sounds/hit sounds when i'm playing. If Monstrata wants to fix this, pls poke me :p
to be fair you don't know much either, so i don't know why you're trying to counter-aggroFezu wrote:
Oh wow a post count 66 mod that is aggressive as fuck, wow. You know so much about mapping!