How does that even happen lmao
the lines are going to be added, thanksBonsai wrote:
yo very cool map, but what's the timing seciton at 00:57:863 for?
bc if it's for resetting the Nightcore-stuff, you'd also need sections at 04:32:408 and 04:37:863 right (lol yes, nightcore, finally someone who "speaks my language". it's funny because i always check this when i'm requested for timing checks, but i didn't checked my own map completely, i'm hopeless Q.Q)
also why did you set all the unnecessary sliderticks to inaudibly low volume instead of just using a silent wav for those, aren't you using different samplesets for the hitsounded ticks anyways? (I used to have them silenced with muted files but people complained and I made it that way)
also, a random find, around 01:31:613 there's a lot of lines that don't do anything so the unnecessary sliderticks are actually audible here, is that intentional? (yes those are intentional. i had a very complex hitsounding in the slider ticks a few weeks ago but i decided to roll back to simpler one. still kept one or two parts with audible ticks, since this part is very loud. i think it sounds nice and the volume is not too loud, so it won't sound random imo.)
tbh at this point I'm questioning how meaningful that metronome-hitsounding is when it's not there to enhance gameplay but just adds penetrative noises to a well-crafted song, I mean why even add it in the first place, but sure lol I'm not here to make a big deal out of it ^^ (metronome hitsounding is like the most used hitsound patterning we see in this game, that's because unlike the other rhythm games, we don't have specific audio files for every single hit object. the thing is that i needed to do this metronome hitsounding on sliderticks too since my mapping is not a generic 1/1 1/2 spam).
i believe you will agree with me with this since i saw you ranting about generic mapping recently, somewhere.. xD
I know it's fine but it's really just a bizarre choice to do. Either way I won't delve into it any further since eh it's not worth itpimpG wrote:
my map is fine the way it is, already explained all of this before and I'm not going to explain everything again.
if you read the thread and are still not going to respect my decisions, then there is nothing I can do for you.
if my map doesn't meets your needs I kindly suggest you to find other map.
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updated.
changed some things following TheKingHenry's suggestions.
pimpG wrote:
the way you map affects the way you want/can use new combos, it's no different with symmetry.
my version is more appropriate for symmetry than the suggestion.
It only shows you didn't plan the symmetry properlly with the rhythm here 04:30:590 (1,2,3,4,1,2,3) - if you wanted it to have the triangle with only one combo, it's inconsistent and doesn't make much sense to me :/
also the 3rd kiai starts/ends differently than the other two kia It might end differently but starts in the same way compared to the previous, just need to check this 03:29:908 (1,2,3,1) - i, they don't have that slow down, and this slow down ends after the kiai stars for the previous two, just compare 01:55:363 (3,4,5,6,7,8,1,2,3,4,5) - to 04:29:908 (3,1,2,3,4,1,2,3,4) - . You're making a comparision of the first chorus with the third, I'm just taking into consideration how the rhythm of the second chorus starts in the same way as the third
04:32:181 - this is the spot where the slow down ends, it has a louder sound than the previous four objects, sounds much closer to the intensity level of the next objects, i also don't see a problem with not having a new combo on a main beat, the player doesn't pay attention to these things when playing unless the new combo usage is too unreasonable.The main transition is still the sound here 04:32:408 (2) - not 04:32:181 (1) - . Indeed there's a distinction of 04:32:181 (1) - compared to the other 1/1 red ticks circles before 04:30:817 (2,3,4) - , but that distinction is nothing compared to the actual start of the chorus here 04:32:408 (2) - , it's applying NC idea for a small transition and not in a major one. I really recommend you re-consider another symmetric idea here 04:30:590 (1,2,3,4,1,2,3) - so that it can allow you to NC 04:32:408 (2) -
I'm sorry, but yes, it is indeed different...this is a rythm game, not a visual art game~ Additionally, your arguments do not follow your map, because if that was indeed a true and valid reason, not just a stubborn decision, you would have done the same in many other places, for example 02:01:726 (6,7,8,9,1,2,3,4,5) - the (9) is in the middle of a pattern of 1/4 notes, this is not "symmetricall" as you imply, they should've been the same combo with a NC at 02:01:726 (6) - . So if your reasoning is indeed a "valid" point, rework the entire NC of the map to show this is the theme of the map, not just one random section.pimpG wrote:
the way you map affects the way you want/can use new combos, it's no different with symmetry.
I don't know if you actually play this game besides mapping, but the reading is part of the rythm of the player, the NCs tells a LOT about the rythm and the intensities, if you place a NC the way you did, you're implying there is intensity on that note, but there is not, it's clearly not the strong sound of the kiai. That can actually make the rythm confusing for some people and even remove a lot of the ''feel'' of the map...so yeah, you're wrong, the player DOES pay attention to NCpimpG wrote:
the player doesn't pay attention to these things when playing unless the new combo usage is too unreasonable.
And in addition to that you said, the way he kept this NC is not confusing at all. The song intensity is different than 04:31:726 (4) - so there's no reason to keep on the same combo pattern of it. And as I told before, is also different than all the other kiai entrances. I don't approve the idea that strong beats needs ALWAYS to be represented with an NC, he wanted to represent the song section as a whole there, this is not confusing and it is absolutely fine in my view.Seto Kousuke wrote:
I don't know if you actually play this game besides mapping, but the reading is part of the rythm of the player, the NCs tells a LOT about the rythm and the intensities, if you place a NC the way you did, you're implying there is intensity on that note, but there is not, it's clearly not the strong sound of the kiai. That can actually make the rythm confusing for some people and even remove a lot of the ''feel'' of the map.
the player DOES pay attention to NC
Mordred wrote:
#bringbackiconposts
UndeadCapulet wrote:
Mordred wrote:
#bringbackiconposts
Ascendance wrote:
UndeadCapulet wrote:
Mordred wrote:
#bringbackiconposts