@spec I found a few unrankable hyperdashes (1/4 -> 1/2) that I've fixed in your diff. If you want to change them in a different way, let me know and I'll revert my own changes so you can do so.
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Title:fantastic dreamer(TV-size)
TitleUnicode:fantastic dreamer(TV-size)
Artist:Machico
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Creator:Ascendance
Version:Nely's Salad
Source:この素晴らしい世界に祝福を!
Tags:Kono Subarashii Sekai ni Syukufuku wo! Shukufuku o! KONOSUBA God's blessing on this wonderful world! anime opening tv size まちこ piku p_i_k_u spectator xinely -_magic_bomb_- mbomb ascembomb
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2016-08-13 22:14 [Sc4v4ng3r]: just a few suggestion I want to make on overdose and platter, do you have time for that?
2016-08-13 22:14 Ascendance: sure, leave them here and i can apply them after refereeing this
2016-08-13 22:14 [Sc4v4ng3r]: alrighty then
2016-08-13 22:15 [Sc4v4ng3r]: platter : 00:35:285 (4,5) - when the instruments are quite strong these feels quite low on distance imo, maybe increase them a bit(even making a dash on (5))
2016-08-13 22:16 [Sc4v4ng3r]: overdose : 00:21:015 (6) - not too much of an overdose player but vertical sliders on high movement patterns can be quite awkward imo, I would make this horizontal more
2016-08-13 22:16 [Sc4v4ng3r]: same goes to 00:21:664 (3,4) - and etc.
2016-08-13 22:18 [Sc4v4ng3r]: 00:48:582 (3) - Bell on 00:48:690 - and 00:48:798 - , considering Spec's difficulty emphasize on them too
2016-08-13 22:19 Ascendance: is that whistle hs?
2016-08-13 22:19 [Sc4v4ng3r]: oh sorry I meant the instrument in the song lol
2016-08-13 22:19 Ascendance: oh
2016-08-13 22:19 Ascendance: you want me to increase distance?
2016-08-13 22:20 [Sc4v4ng3r]: well actually I would change up the rhythm like http://puu.sh/qzU1U/0e4c481ada.jpg this
2016-08-13 22:21 [Sc4v4ng3r]: but if there's a specific reason for you to keep that rhythm then you can just increase the distance
2016-08-13 22:24 Ascendance: alrighty
2016-08-13 22:24 Ascendance: just a sec
2016-08-13 22:24 [Sc4v4ng3r]: okie
2016-08-13 22:26 Ascendance: for platter
2016-08-13 22:27 Ascendance: its not quite a dash but it's more of a faster walk now
2016-08-13 22:27 Ascendance: the vertical stuff is for some alternate patterns rather than left right
2016-08-13 22:28 Ascendance: and lastly 00:48:582 (3) - I follow vocals here (and like the antiflow) so I'd prefer not to change, but if it's a big issue i can change
2016-08-13 22:29 [Sc4v4ng3r]: nah not that much, just throwing suggestions there xD
2016-08-13 22:29 Ascendance: updated
2016-08-13 22:32 [Sc4v4ng3r]: oh wait what
2016-08-13 22:32 [Sc4v4ng3r]: red lines not consistent with Spec's difficulty lol
2016-08-13 22:33 Ascendance: uh can you screenshot spec's diff for me (i already used an excuse to get out of this lobby once xD)
2016-08-13 22:35 [Sc4v4ng3r]: http://puu.sh/qzUEg/2e65a70c0d.jpg
2016-08-13 22:36 Ascendance: rip
2016-08-13 22:36 [Sc4v4ng3r]: rip :c
2016-08-13 22:36 Ascendance: how much longer will you be online? it might be like 30-45 minutes before I can deal with it
2016-08-13 22:36 [Sc4v4ng3r]: yea I'll be online for around 1 hour or more so it should be fine
2016-08-13 22:36 Ascendance: alright
2016-08-13 22:36 Ascendance: sorry ;A;
2016-08-13 22:37 [Sc4v4ng3r]: np
2016-08-13 23:21 Ascendance: alrighty lets fix this up
2016-08-13 23:21 [Sc4v4ng3r]: ayy
2016-08-13 23:24 Ascendance: done!
2016-08-13 23:25 [Sc4v4ng3r]: ahhhhh found another issue on moenely's diff
2016-08-13 23:25 [Sc4v4ng3r]: i cri
2016-08-13 23:25 Ascendance: is it small
2016-08-13 23:25 [Sc4v4ng3r]: wait er
2016-08-13 23:25 [Sc4v4ng3r]: let me cross-check
2016-08-13 23:25 [Sc4v4ng3r]: I might be just too sleepy and shit ;-;
2016-08-13 23:25 Ascendance: same
2016-08-13 23:25 Ascendance: i woke up too early
2016-08-13 23:26 [Sc4v4ng3r]: ok nvm I'm dumb
2016-08-13 23:27 [Sc4v4ng3r]: ahh okay let me get to bubbling
2016-08-13 23:27 Ascendance: hype
RoseusJaeger wrote:
Okay, I have some concerns. Most of what I'm concerned about was on Salad and Platter.
Nely's Salad
00:08:042 (4,5) – This is a jump but it's seems a little hard to read because of the emphasis to the left on slider (5). It's not very consistent in my opinion to the clear to read dashes of the previous and following patterns. hmm i have no problem to read this dash, yep a bit far for make it clearly needs dash to catch
Thanks for taking the time to look at my map. I explained myself the best I could, but we all know what the result of this will be anyways.RoseusJaeger wrote:
Okay, I have some concerns. Most of what I'm concerned about was on Salad and Platter.
Ascembomb's Platter
I do have concerns when it comes to the density of h-dashes in this difficulty but it's overlap that is the biggie for me on this one.
00:01:555 (3,1) - Two problems here. One, This border overlap on slider (1) is extremely obvious to the player and does not flow right for map to be rankable. Overlap like this can confuse the player with the sudden stopping of the fruit catcher and also messes with the flow of the vocal. Two, the h-dash is too much emphasis for what a basic dash could convey and also eliminate the first problem. I don't want a basic dash because of the strong emphasis on the vocal (which I've done in all diffs), as well as my finisher for the artificial additional emphasis. Realistically, I could lower the hdash distance by up to 3 grids at maximum before it becomes a pixel dash, so even though it's closer to the border than normal (Though well in the range of rankability and also within the approved guidelines), it doesn't impact gameplay enough for me to warrant a change.
00:04:150 (3,1) – Again, border note is really obvious, too much emphasis and the h-dash itself seems overspaced. Normally I'd say yes because of 00:04:150 (3) - this note being at x:0, but since there's 1/1 spacing and a wait between 00:03:501 (2,3) - , it's 100% fine. Also the distance is only like .30x more than the previous one you pointed out, and not even the biggest hdash I have in the map
00:56:041 (3,1) – I thought h-dashes into anti-flow were not allowed in Platters anymore. The slider may be curved but when playing this appears as anti-flow. The incline and curve is there to keep it's original intent of an antiflow slider, but is soft enough to where I can't call it an anti-flow slider anymore. It would be the same if I made a 1/1 vertical slider and added a circle to the right at 00:56:689 - , just 100% in slider form.
01:05:122 (4,1) – Again, h-dash into anti-flow. This one is kind of an edge case since the incline is a bit more steep, but I also feel it's fine, since the intention is the same as above. It creates a non-antiflow beginning of the slider, while transitioning into a new direction at the end of it, which seems like a good workaround for the new rule.
01:25:230 (1,2) - ^ Again. JBHyperion said the 1/1 was fine so I left it. Not that I think this is anti-flow anyways but yeah.
Sorry for any inconvenience but I believe the quality of Platter could be improved before being ready to rank. As usual!
take that backCLSW wrote:
dq cuz aqua is not a best girl :^)
trueCLSW wrote:
mercedes best girl
thank you!!-Sh1n1- wrote:
Gratz >.<
Why wouldn't you want perfect mapsDestructor09 wrote:
I dont want a new "an endless story"
but good song
I miss "Wavering assimetry" :cAscendance wrote:
Why wouldn't you want perfect mapsDestructor09 wrote:
I dont want a new "an endless story"
but good song
Feel free to get an opinion or two on the Platter before pushing this forward again.RoseusJaeger wrote:
Okay, I have some concerns. Most of what I'm concerned about was on Salad and Platter.
Nely's Salad
00:08:042 (4,5) – This is a jump but it's seems a little hard to read because of the emphasis to the left on slider (5). It's not very consistent in my opinion to the clear to read dashes of the previous and following patterns. I don't find this to be problematic; although it's a dash, the spacing is low and the SV is lenient enough to make this not a huge difficulty spike
Ascembomb's Platter
I do have concerns when it comes to the density of h-dashes in this difficulty but it's overlap that is the biggie for me on this one.
00:01:555 (3,1) - Two problems here. One, This border overlap on slider (1) is extremely obvious to the player and does not flow right for map to be rankable. Overlap like this can confuse the player with the sudden stopping of the fruit catcher and also messes with the flow of the vocal. Two, the h-dash is too much emphasis for what a basic dash could convey and also eliminate the first problem. Hmm, would personally prefer if (1) was moved away from the wall slightly, but it's not a huge flowbreak given the curved nature of the slider. I dislike 00:00:583 (1) more for starting so close to the border for reaction reasons but oh well
00:04:150 (3,1) – Again, border note is really obvious, too much emphasis and the h-dash itself seems overspaced. This presents much more of a flowbreak because the spacing between 00:03:501 (2,3) - is so low compared to 00:02:528 (3,4) - As an example, I feel that this plays much better
00:56:041 (3,1) – I thought h-dashes into anti-flow were not allowed in Platters anymore. The slider may be curved but when playing this appears as anti-flow. The initial vertical segment provides a fair amount of leniency here, and considering the hyper is about as weak as can be, this is just about passable for me. Making it a tiny bit more vertical at the start wouldn't hurt though
01:05:122 (4,1) – Again, h-dash into anti-flow. ^ As above
01:25:230 (1,2) - ^ Again. 1/1 hyper and a vertical starting segment make this perfectly reasonable for the difficulty
Sorry for any inconvenience but I believe the quality of Platter could be improved before being ready to rank. Is this in addition to your already mentioned points? If so, could you please elaborate?
no. just noAscendance wrote:
Are you fucking kidding me LOL
graveyard boys
Ascendance wrote:
Are you fucking kidding me LOL
graveyard boys
I have no comments about the DQ, I agree with it, but that's irrelevant to what I'm saying here.Ascendance wrote:
Hi.
Either we requalify this as is or I'm sending it to graveyard. This whole system of DQ'ing is broken and biased. My map is being DQ'd on the last day over something that's 120% subjective and it's completely irrational. When things like this happen, it really frustrates me. I do NOT think DQ'ing maps is a bad thing. I love to map and I want my mapping to be of the highest quality I can make it. However, when my maps get DQ'd on the last day for something as bullshit as the reason it was DQ'd for, it's annoying because I've already explained THOROUGHLY why I don't want to change it, and why it's fine.
Again, thank you all for coming to my thread, and most importantly, thank you for DQ'ing my map over a single subjective pattern that was 100% fine. If you want to say my map is shit, try to find more arguments rather than just one pattern next time we DQ stuff. Thank you! I'll call the appropriate BN's back, and if they don't want to do anything with this set, then so be it.
- Magic Bomb - wrote:
I have no comments about the DQ, I agree with it, but that's irrelevant to what I'm saying here. kAscendance wrote:
Hi.
Either we requalify this as is or I'm sending it to graveyard. This whole system of DQ'ing is broken and biased. My map is being DQ'd on the last day over something that's 120% subjective and it's completely irrational. When things like this happen, it really frustrates me. I do NOT think DQ'ing maps is a bad thing. I love to map and I want my mapping to be of the highest quality I can make it. However, when my maps get DQ'd on the last day for something as bullshit as the reason it was DQ'd for, it's annoying because I've already explained THOROUGHLY why I don't want to change it, and why it's fine.
Again, thank you all for coming to my thread, and most importantly, thank you for DQ'ing my map over a single subjective pattern that was 100% fine. If you want to say my map is shit, try to find more arguments rather than just one pattern next time we DQ stuff. Thank you! I'll call the appropriate BN's back, and if they don't want to do anything with this set, then so be it.
Complaining that your map got dqed on the last day is so egocentric it's unreal. Believe it or not, QATs, just like others, have real lives. JBH specifically has been busy recently, and so has been unable to check stuff, so it's so rude of you to blame him for not finding the time to check it until now. I was under the assumption that CtB had 3 QAT's. Sorry?
"try to find more arguments rather than just one pattern next time we DQ stuff" DQing for one pattern is fine. Imagine if that pattern was something even worse (Though, in my opinion, the current pattern is really bad flow-wise), and someone used the same response. Like, there are two notes in one place, but it's just one pattern so it's fine! That reasoning is not a reason to not dq a map, and you know it. Plus the fact, the statement before this isn't even true, no one said your map is shit, there's no problem with modders thinking a map could use slight improvements before ranking. haha!
It's responses like these which scare the community from requesting DQs on maps, which is not something we need. We need more community input, not less. Or maybe it should make them think harder about what they're saying before they do it.
Hopefully this explains the reasoning behind the DQ in more detail. I apologise for any misconceptions caused and hope we can work together in a civil manner to resolve this.RoseusJaeger wrote:
Okay, I have some concerns. Most of what I'm concerned about was on Salad and Platter.
Ascembomb's Platter
I do have concerns when it comes to the density of h-dashes in this difficulty but it's overlap that is the biggie for me on this one.
00:01:555 (3,1) - Two problems here. One, This border overlap on slider (1) is extremely obvious to the player and does not flow right for map to be rankable. Overlap like this can confuse the player with the sudden stopping of the fruit catcher and also messes with the flow of the vocal. Two, the h-dash is too much emphasis for what a basic dash could convey and also eliminate the first problem. I don't want a basic dash because of the strong emphasis on the vocal (which I've done in all diffs), as well as my finisher for the artificial additional emphasis. Realistically, I could lower the hdash distance by up to 3 grids at maximum before it becomes a pixel dash, so even though it's closer to the border than normal (Though well in the range of rankability and also within the approved guidelines), it doesn't impact gameplay enough for me to warrant a change.
Response is fair, I agree a hdash is warranted here and only the extreme of the curve (1) touches the border. The hdash distance could be reduced as mentioned, slightly improving this, but this depends on the playstyle of the player and is quite minor.
00:04:150 (3,1) – Again, border note is really obvious, too much emphasis and the h-dash itself seems overspaced. Normally I'd say yes because of 00:04:150 (3) - this note being at x:0, but since there's 1/1 spacing and a wait between 00:03:501 (2,3) - , it's 100% fine. Also the distance is only like .30x more than the previous one you pointed out, and not even the biggest hdash I have in the map
The wait you mentioned is the exact reason why this is a problem. The transition from a flowstop 1/1 with hardly any spacing (for what reason?), right on the screen border into an unexpectedly strong hyperdash is very jarring and uncomfortable to play. The screenshot I linked provides an alternative that results in better flow and more consistent patterning.
00:56:041 (3,1) – I thought h-dashes into anti-flow were not allowed in Platters anymore. The slider may be curved but when playing this appears as anti-flow. The incline and curve is there to keep it's original intent of an antiflow slider, but is soft enough to where I can't call it an anti-flow slider anymore. It would be the same if I made a 1/1 vertical slider and added a circle to the right at 00:56:689 - , just 100% in slider form.
Antiflow is a somewhat subjective concept, therefore it is up to the interpretation of the mapper and community as to what patterns play well and poorly. The vertical nature at the start of this slider, as Ascendance suggested, provides a comfortable safety net allowing the player to readjust if they overshoot slightly. Personally I would still prefer the starts of these to be a little more vertical, but that's preference only. Same applies to the point following this, since it's an almost identical case.
01:05:122 (4,1) – Again, h-dash into anti-flow. This one is kind of an edge case since the incline is a bit more steep, but I also feel it's fine, since the intention is the same as above. It creates a non-antiflow beginning of the slider, while transitioning into a new direction at the end of it, which seems like a good workaround for the new rule.
01:25:230 (1,2) - ^ Again. JBHyperion said the 1/1 was fine so I left it. Not that I think this is anti-flow anyways but yeah.
Similar to the previous, though this is more clear-cut. The 1/1 spacing provides a very lenient hyper compared to the previous 1/2, and again, the vertical nature of the slider start make this perfectly fine.