modder info

MrJoghurt's Modding History

I too think this should be ok. That being said I am not a stream Expert.
In case it wasn't clear I like the 1/6 here.
I am not sure if this is exactly the same issue but I think the slider 02:06:625 (4) - has some issues. It starts on a 1/3 tick which would be ok if the player had some way of expecting this. Idk how mappers currently handle such rythms being active but for sure players would trip up massiveley. The next problem is that the visuals trick the player into thinking it is closer to the first slider than to the second. If you still want to map the 1/3 tick activeley here I would suggest using a visual concept even more different than almost stacking it. If it starts on the sam circle as 02:06:750 (1) - with a perfect overlap I think it would probably be ok. Or something extreme like that. Youll figure it out :)
accidentally pressed the problem button. Should have been the suggestion button.
first of the two fits better already because the player stops on the stack before. Later this 01:06:750 (4) - fits also quite nice without doing the full backmovement for the same reason and higher spacing. But then 01:09:750 (4) - feels a bit unemphasized again. Either buff spacing or do movement stuff.
00:17:974 (2) - this slider is also similar but not as bad. I think that slider is fine probably.
00:59:474 (1,2,3) - same with these but the other ones were more prounounced
on another note here spacing emphasis was used while most of the rest of the map throws the concept out of the window. I think the map could contribute from that concept but Ignoring it is also fine. If it is ignored maybe this part uses too modern concepts and should be spaced more evenly/mapped with less regard to spacing emphasis. I don't think so but these are my thoughts.
not too sure if the spacing into the curved slider isn't a bit much though
I also think combo 2 and combo 3 (the red and the slightly more brown red) are to close together in terms of color to be distinguished easily during gameplay.
ok I am a bit confused because the next paragraph talks about lumiosity of 220 and I thought lumionsyties wen't from 0 to 100 like in the hsl color space. still is pretty dark I guess. Another side puts it at 25% in hsl space
seems to be a lazer but or me being stupid
01:10:641 (1,2) - same here
I mean the sound is not that weak because it lands on the begining of the next section still it is pretty light compared to that hit you feel with the previous one
I think they are perfectly reasonable here if you mean the 1 repeating sliders
another thing 00:44:703 (3,1) - this gap is much shorter in rythm and larger spaced than the other ones with no song justification for intensity increase
00:39:737 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,1,2,3,1,2,3,1,2,3,4,5,6,7) - there are still some other problems with this section that are less subjective. The slowly rising snaredrums in this buildup start earlier and should start ideally on a downbeat. 00:38:496 - would be the first downbeat where they get noticable and 00:40:151 - is the one where It becomes the main thing in the music. the hits that you represented niceley through streams with breaks keep increasing in volume multiple times until the phrase reaches it's high point on the two kicks. Later more than two kicks. Those kicks are very distinct which should reflect back on your map.
The format doesn't really matter so I would leave it as is.
I was afraid I demotivated you for a second when reading. Do you prefer in this format? (as in here in moddingv2) Or ingame Chat? If you prefer voicecall write me on discord with the time you are available in utc.
good night :)
ffmpeg -i input.ogg -codec:a libmp3lame -b:a 192k output.mp3 should work according to a large language model
you could just reencode it and fix the offset after the fact. I don't know how much control you have over the offset with different software because some may not care. Probably ffmpeg could work quite well
https://github.com/Naxesss/MapsetVerifier/issues/20 found a corresponding github issue
It says channel 1/2. Since Ogg seems to be a container format there could be a second channel or is that just left right?
ah saw the writing at the top thanks
If you wan't me to fix the samples I can do that. Else just apply a fadeout in the quiet part and it should go away.
I don't know how to embed an image. It is visible in the spectrogram and here is a link. https://drive.google.com/file/d/1zNG36DCb_VY5p_Y55C0xc7EMnAAP1-VH/view?usp=sharing
Not sure what the spectrogram of the song is supposed to give me as information. I also analysed the samples and they seem fine. I just realized your drum-hitnormal and drum-hitfinish might have a pop at the end. I am however not sures since I normally use FL-Studio for for audio stuff and I am currently on my Linux system and don't want to restart my pc. If you wan't me to be sure just say so. I trust you to check yourself though.
wrong diff
I don't know where else to post this. I can't really say much about the top diff because I have no reference how gameplay works when pushed that hard. My analysis would most likely be way to conservative.
ok Im starting to doubt myself but you have the final say either way so not my problem I guess.
on another note: feel fre to just reject my suggestions I just say what comes into my mind.
you didn't have to bring it that close a spacing increase would have been still fine
Can you revoke the like? This was meant as praise but I miss clicked.
An anti jump is basically two notes without distance between them. The opposite of a jump.
was meant as praise
mostly because together with 00:14:573 (6,7) - this would be the only time where a circle leads that is stacked leads into a downbeat which is not a slider. A slider is also easier because it gives context for the next downbeat.
maybe something like a looping type slider
You are right. I mapped that differently elswere so this should change too. there is a slider now whose end lands on the snare. Will need to fix this problem with the kick on 00:20:172 too. Thank you
/