modder info

laura-'s Modding History

hi wafer
editor doesnt matter, check in-game
FINE*
yaa that's fome
z
well the concept for this section is to always have the 1/2 slider go in the direction thats opposite to where the map continues. i feel like it represents the guitar really well and poses a reasonable challenge. this idea should be established with players at this point in the map
yaa not sure what happened there >.>
IKR
lowered the distance snap for those triples by a good amount
ya formless agreed
OOPS
moved them down a little
i dont think deviance from conventional difficulty naming necessarily means that the difficulty will be different in some way. between "easy" and "hard" the term "medium" makes most sense to me, which is why ive been preferring its usage over "normal". though i'll change it if you feel like it's really necessary
yea thats nice
yas fixed
i dont think so but also even if it is i think its cooler this way
😼
fixed
fixed across the map
its scaled down and flipped which imo is a good amount of contrast without making it feel too disconnected
i enjoyed having a more stable structure that only varies in movement here. i usually do less simplification but imo it works just fine for this softer set
yeah thats likely the intention
it uses less than 0.5mb it's like nothing, i like the nuances. also: tryhards who prefer tactile feedback will have custom hs disabled anyway.
thanks!
i think 1.5x feels really good here and i like it being consistent like this on every red anchor slider in this section
i dont wanna make this section too complex so gonna keep this pattern for now
same reasoning as in #3368517 i heavily avoid having different spacings for the same snaps (1/4 in this case), as it makes the objects a lot harder to comprehend at this level. i think there's still plenty of contrast between the sections as the triples are used in vastly different contexts
i think i came up with a decent fix that keeps the svs of the intense section how they were. i made 01:37:114 (1) - shorter and added a 2nd slider as build up thats faster, so the transition is a lot more smooth now
i experience these vocal differences as extremely subtle. for me, the main focus lies on the guitar there and i'd like to keep the map somewhat predictable in this section as it's a little tough as is
if the rhythm was consistently following some layer with this density, i would agree that it is underwhelming. however, the low density combined with uncommon rhythm gaps keeps the player on their toes, while still creating a relaxing atmosphere akin to what the song is doing. 01:23:936 (2,3,1) - these 3 objects can actually be all attributed to the most emphasized vocals, while simultaneously landing on other intense sounds (seems self-explanatory they do, considering they are all on white ticks)
well the density would stay the same if i stack them as it's still the same amount of objects. besides that, i heavily avoid having different spacings for the same snaps (1/2 in this case), as it makes the objects a lot harder to comprehend at this level. i have somewhat complex rhythms in the later section ( 00:28:479 (3,4,5,6) - ) which i only am okay with because this spacing has been introduced in the section before in a simpler environment. this is also contrast in itself
TRUE
yes they are intentional. calling them weird is fair, as this isnt exactly done regularly. but this is math rock so unorthodox rhythms are to be expected.
probably posted when i already fixed it
none of these are offscreen on my end (checked with MV). the hp bar overlaps could sadly not be avoided without interfering with my movement goals
i dont agree. not only does the medium diff have plenty of sections with gaps different from 1/1 and 1/2 ( 00:10:315 (5) - 00:26:695 (2) - 00:49:719 (1) - 00:52:314 (1) - 00:57:297 (4,1) - ), but quite a few gaps are actually identical in length between the 2 diffs e.g 00:10:315 (5) - 00:33:989 (7) - 00:52:476 (2) - besides, as the medium diff is mostly 1/1 with bits of 1/2, the hard diff is mostly 1/2 with bits of 1/4. if you can point out placements in the hard diff that cause the extreme difficulty gap, i am happy to change them
i want to contrast these as they represent very different melodies
everythings fine for me. did you redownload for the new mp3?
💀
01:15:166 (1) - starting here i found 1. the bass does an interesting rhythm which i wanna focus on and 2. the vocals are being pretty sparse and drawn out, which makes me prefer ignoring them for a bit
they already do that, just more subtlety which i prefer
fixed
yeah its intentional to have a sharp intensity drop caused by the circles. i experience the fade-out as very sudden and want to represent that
fixed
i feel like the simplicity of the shape contrasts these moments well from the janky sliders before. stuff like wave sliders feel to complex for me here
z
thank you. fixeddddd
doesnt*
thats not necessary to do seperately as writing LESS things at the start or end of the phrase dont impact searchability https://osu.ppy.sh/ss/18205355/a9ae
fixed
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