modder info

Vignette-'s Modding History

ปัญหาเดิมอะไก่ คือท่อนธรรมดาโน้ตมันหนาเท่า/หนากว่าท่อนฮุค การแมพ std จะมีการแมพแบบ active คือผู้เล่นต้องกดโน้ต กับการแมพแบบ passive คือผู้เล่นไม่ต้องกด เช่นพวกหาง slider หรือ reverse arrow ซึ่งถ้าเราแมพแบบ active เยอะเกินในดิฟล่าง ๆ โดยเฉพาะในช่วงท่อนธรรมดา มันทำให้รู้สึกว่าโน้ตมันหนากว่าท่อนฮุค เค้าเลยพยายามเสนอให้เราแมพแบบ passive มากขึ้นในท่อนธรรมดาแทน อีกประเด็นคือ ท่อน 00:16:537 กับ 00:27:680 โน้ตมันเหมือนกัน แต่อันหลังมันมีเสียงกลอง เสียงจังหวะเพิ่มเข้ามา ดังนั้นเราเลยควรแมพท่อนหลังให้มัน active กว่าท่อนแรกเพื่อแสดงให้เห็นถึงความแตกต่าง
01:18:080 (1,2) -
still unsnapped
changed
changed to 1/4
changed
changed
the idea here is that the circles are overlapped during the calmer parts, whereas they are spread out into jumps during chorus. but i can see where you're coming from. i'll keep them this way for now, but will definitely keep an eye out specifically for these when i ask for playtests.
i added a smaller jump just a bit earlier https://osu.ppy.sh/beatmapsets/2264809/discussion/4821611/timeline#/4679010 so hopefully it's less of a jumpscare here
that's fair, but it's really crucial that i make it very clear to the players that 00:50:405 (7,8) are 1/4 and not 1/6 like the rest of the map. and stacks are mostly reserved for 1/6 in this difficulty. so i'll go with a smaller jump like 00:52:280 (8,9) instead.
fair, but keeping it this way does have its benefits in terms of contrast. these sliders can represent the coherent background synth which is mapped in a simpler way, while the more chaotic, less coherent synth is mapped with denser rhythm here.
changed 00:56:968 (4) a bit. 01:38:218 (4) seems fine as is.
changed
the snapping's already correct here, and anything other than this will definitely throw players off.
i tried simplifying these sections but they just didn't feel right to me. it feel like the density here captures the chaotic nature of these parts. the contrast in these sections should be fine since the difference between the chorus and the calmer verses already provides a strong contrast overall.
changed
00:16:421 (4) - 00:31:421 (4) - the 'correct' snapping here is 1/6. simplifying them to a repeating 1/4 slider feels like the best rhythm choice here to convey the presense of the background piano which i think gives a bit of contrast to it. i prefer simplifying complex sounds in lower diffs this way rather than leaving them out entirely. while it's not perfectly precise in snapping, it feel it's a good compromise for readability, playability, and accuracy. 01:17:827 (4,5) - 01:35:171 (4) - same as above
i feel like this part is as active as it can be since (1) the 'correct' snapping in this part would require 1/6 rhythm choices which don't belong in a hard difficulty and (2) it would be too sudden to the player.
changed
i'm highlighting the emphasized scream rather than the repeating echoes here
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all good. the guideline's pretty vague with the wording so i'll just change it.
changed
00:09:390 to 00:46:890 is just 3/2 and 1/1 rhythm which is actually not as dense as other parts. it's fine.
(game ver.) is more fitting according to the new rc change last month
Resolved
ienakute gomenyoooooo
I'll give a bit more thought on this. Thank you for the mods! Really appreciate it.
Fixed
Fixed
Sounds good! But I'm gonna need a bit of reference for this one...
Fixed. Hard difficulty as well.
Fixed
You can't really add hitsounds to those white ticks without changing the rhythm choice though. They should be fine.
It's fine. Difficulties don't need to end at the exact same point.
I'll add some whistles here and there to make it a bit more intuitive then.
03:07:406 (1) - Likewise.
01:02:006 (2) - Likewise.
00:18:206 (4) - Likewise. I'd also not recommend changing the SV at all. And if you must, change it by 0.05x - 0.1x
00:22:682 02:08:191 - I think it's fine as it is. It's probably better to make it accurate to this section rather than over-hitsounding it as this is just the beginning of the map. 00:50:903 - This is to mirror the hitsound at 00:54:716 (5,6,7). I think it does a good job emphasizing the build-up here. Anyway, thanks for the mod. Appreciate it. c:
I believe they might stand out a bit too much and don't really fit the structure of the map.
Yup, fixed!
I'm following the drum and guitar in this section. The vocal just happens to have quite a similiar rhythm. By mapping like that, you'll miss the sounds that make this section stands out from the rest such as 01:15:631, 01:16:337, etc.
I intended to make 00:24:278 (1)'s slidertail perfectly overlap with 00:22:690 (3)'s head but probably missed it. Fixed.
Same reasoning as https://osu.ppy.sh/beatmapsets/1152732/discussion/2414562/timeline#/1639000 but for the cymbal at 00:16:337 instead.
I feel that the cymbal at 00:13:514 is too strong to skip by mapping this section like this. There's still a full beat gap every 2 measures which should be fine according to the guideline.
The correct time signature that will make the downbeats land correctly is 6/8. But due to the fact that the game doesn't allow eighth note time signature, halving the bpm and doubling the SVs is the way to go. 3/4 is wrong because if you were to change it that way, the last measure would have to be 2/4 and then back to 4/4, which signals strongly that it's an incorrect choice.
Good point, but by changing the rhythm choice to this, it will either cause this section to filled with questionable and hard-to-read stacking or just plain ugly. https://i.imgur.com/SGVU2oU.png https://i.imgur.com/4OvWs2K.png The vocal also starts at 00:40:337, it's gonna feel a bit weird to play because I would be following the vocal half-way too.
I see where you're coming from. But leaving this part unmapped is just awkward and not really a good solution. They should be fine.
/