modder info

Inversion2's Modding History

also xxbalt, in the future please read the rules of mod queues before you post. i take it from this reply that you do not intend to "push this for rank", and from this mod you can see the map is not completed either
to explain the rules a little more in depth: the ranking criteria specifies spread rules based only on the lowest difficulty necessary. you can go lower if you want, but for this particular map, "If the drain time of each difficulty is...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal." which means you only need a normal and not an easy (this rule is in the osu specific ranking criteria). the need for a NHIX spread comes from the combination of another rule, which states "For difficulties above the lowest required difficulty level, the spread cannot skip any difficulty levels and there cannot be any drastically large difficulty gaps between any two difficulties." meaning you cannot skip from normal to extra. (this rule is found in the general ranking criteria)
also you can just have a new combo for the stream every 8 notes instead of every 4
00:58:608 (1) - sliders like these are good ways to add some variety to slider design without being overly different, as they are still different from the standard straight or curved slider, but are still sliders you see in other maps so that they dont feel too unfamiliar and out of place
03:29:183 (3,2) - this one isnt overlapping but the visual spacing does feel a little too close
02:55:077 (6,2) - also
02:42:446 (1,3) - also weird overlap
01:21:129 (3,4,5) - same here, except on the 3 this time
06:40:246 (4,1) - same here
01:33:792 (1,2,3,4,5) - same here
same for other places in the map where 1/2 and 1/4 gap on sliderend circle is used within the same section with the same intensity
02:41:065 (1,2,1,2) - same here
u right, they felt similar to me because they both had the ascending linear jumps but the more i look at the map it makes sense
damn thats some big brain mapping, i like that a lot. still though, due to the editor being slightly off in terms of bg alignment, this doesnt work in the actual playfield. when playing the map, its slightly off. (i had the same problem in one of my maps where i made a slider blanket the moon in the bg and then it didnt actually work in playfield, because the gameplay is resized to fit with the timeline gui).
just do ctrl + arrow keys to move slightly, first one i think move two pixels down, second instance move one down and one to the right (i think)
you know what, its only like two pixels off so i guess its probably fine. sorry for all the offscreen slider mods
02:39:519 (2) - same here
01:42:797 (1,2) - same
im like 80% sure that counts as offscreen but honestly you can do as you see best at that point. maybe im wrong, its just a weird situation
01:07:880 (1) - same
you should adjust bpm of that redline (increase bpm to move earlier, decrease to move later) and then turn bpm back on the next redline
all redlines you put are correct, you just missed the sliderend of 00:13:591 (3) and 00:14:676 (4). you can listen in 0.25x to find timing issues like these easier
i dont think it is misrepresenting 1/2 to increase spacing, since in the kiai the only small 1/2 jumps like that were between 2 circles and this is with 2 sliders, however the 3/4 sliders in the kiai definitely use this visual representation with the spacing. i would say its much more confusing and misrepresenting to make it look like 3/4 slider than to make it look vaguely like 1/2 jumps (which is really just any small spacing). things like this will always be sort of ambiguous in mapping if you use sliders and so many mappers use active 1/3 with nc on every circle, but thats really up to style if you want to do that.
u right on the second one, my bad didnt see sv
01:23:715 (1,2) - same here, 3/4 slider overlap in the chorus section when all other 3/4 sliders dont overlap
01:18:655 (1,1,1) - should be more like this
04:23:715 (1,2) - same here
note on that note: linear movement does not inherently signify intense sections, and often is used to signify low intensity. it all depends on how mapping concepts are used and how you develop your ideas as the map progresses. you do not need to avoid using linear movement in calmer sections
01:57:343 (1,2,1,2,1,2,1,2,1) - same here
03:01:002 (1,2,3,4,1,2,3,4) - same here you do this grouping in 6 well here, so this is an example of what you should do when the rhytm is like that: 02:56:638 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5)
04:44:638 (1,2,3,4) - overlapping reverse sliders even though the music is the most intense
03:25:002 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - example of a corner done well with proper emphasis on the strong sound in the music
also several streams contain corners when no sound is really sufficiently strong to merit a corner, and others contain excessive changes in direction within a short span of time 03:07:002 (1,2,3,4,1,2,3,4) - an example of corner without real emphasis in the music to back it up
also, there are no hitsounds in the map, and the use of grid snapping throughout the map is not entirely necessary and you should really only use grid snapping if you have a clear reason to do so
00:48:685 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - same here
00:23:655 (1,2,3,4,5,6,7,8,9) - same
03:16:657 (1,2,3,4) -
02:29:377 (1,2,3,4,5) - this one could also do same but the reverse slider makes the rhythm change not as abrupt
02:11:377 (1,2,3,4) -
02:03:937 (3,4,1,1,1) - this too, nice pattern
also moved 02:03:760 (5,6,1) - slider body circles
ok
ok, changed
done and fixed missing whistle
rhythm reversed and whistles removed on sliderends
yeah, moved circle a bit to have half overlap
ok changed
changed
fixed, i realized my changes got overwritten by hitsound copier
yeah