modder info

Doesnt matter's Modding History

Mission failed
thanks
probably fixed?
szczególnie warte jest to przemyślenia w tej sekcji 00:48:060 (1,1,2,1,1,2,1,1,2,1,1,2) - bo o ile pojedyńcze slidery wyglądają dobrze, to przez to, że dystansy między nimi i relacje między krzywymi są randomowe, cała sekcja wygląda strasznie meh
3. Estetyka ważne jest abyś w jakiś sposób odniósł estetykę patternów względem siebie, bo jak na razie wiele z nich po prostu stoi obok siebie w kolejności i wygląda to brzydko. Jak spojrzysz np. na te obiekty, które są częścią różnych patternów w żaden sposób nie są one względem siebie ułożone. Nie formują żadnych figur geometrzycznych, blanketów, a patrząc na spacing między obiektami nie można znaleźć żadnych zależności. Aby to naprawić wystarczy te zależności wprowadzić i postarać by możliwie wszystkie obiekty naraz będące na ekranie względem siebie jakieś miały, np. - wybierz określone spacing dla elementów (sliderhead/end, circle) będących obok siebie i używaj go stale - gdy obiekty są dalej od siebie używaj dla nich spacingu, który będzie wielokrotną tego powyżej - gdy wiele różnych spacingów jest obok siebie staraj się by zależności między nimi były klarowne, np. w tym patternie https://osu.ppy.sh/ss/14727084/d153 (3) jest idealnie w 1/3 dystansu między (1) a (2) a więc dystans (2,3) jest dwa razy większy niż (1,3) przykładem patternu, który ci wyszedł i wygląda dobrze jest 00:09:060 (1,2,1,2,1,2,1,2) -
also wielkie nie temu overlapowi 00:01:560 (1,1,2) -
also add "miyotan MrLopez2112 Hanarin" 'cause they helped with making the cover
like it's better to keep angle in relation to x-axis not repeating in row like you did here 00:34:417 (1,2,3,4,5,6,7,8) -
less noticable but this too 00:10:611 (7,8,9,10,11) -
00:04:611 (6,7,1,2) - 00:07:707 (6,7,1,2,3,4) -
also nc pls thanks
No sane person sets HP higher than 5
k
would prefer to keep it as it is 'cause the background sounds are making a buildup to 00:24:010 (1) - and I think equally-gapped rhythm kinda fits it better
The patterns you're pointing out happen when music is the most intense -> thus patterns are spread out on the playfield allowing the player to actually feel that The pattern we're talking about isn't one of them, it's meant to abruptly stop the intensity of the previous section, thus it reverts back in the flow
time-distance equality isn't broken tho? The last object in the triangle is nc-ed, so it's hard to misread it + it would look like shit if I moved that, so I'd rather not change it
Beatmap
@Icekalt Just because it's not the first time doesn't mean it should happen. Not even mentioning that the map you linked is a great example of vetoing map out of boredom
b
k
^
yes
It looks kinda meh, but ok
ok
I think it's ok as it is since those moments have completely different role in the music. Like the first pattern with the big jump to the finish works as a way to break the pattern, it's supposed to be intense. On the other hand the second pattern is meant to put players at ease after the stream. Generally I think it sounds rather peaceful, so it circle-full pattern wouldn't really express that. To begin with, the first pattern has finish in the song and second doesn't
spinners sucks
I don't care about what other diffs follow. This whole diff follows vocals, there's no reason to ignore them here
I'll leave it to decide to Froskya
I want it to be different from this 00:26:069 (1,2) - so I would rather not vocals aren't near red tick anyway
I'll leave it for Lugu to decide
I think ignoring it to give more focus to the piano is a valid idea
imo better without break, so nah
There's a heckload of this type of spacing pretty much everywhere in the diff. It's the aesthetic choice, so it should be ok
it's ok 'cause all the tension from buildup is released here
same 04:47:074 (1,1,2,1) -
They're not rules, they're guidelines
same as on topdiff
not noticeable during gameplay
https://osu.ppy.sh/beatmapsets/1082308/discussion/2263897/timeline#/1329301
too small of a difference to actually affect anything
nope, might change
It doesn't need to be the same and I would run out of playfield this way
no 'cause bpm change
Everything on the map is more or less following ds, I don't see a reason for this sound to not do it. Especially since it's actually quieter than the previous sounds
I'll try my best
fix'd
fix'd
move from 01:24:334 (1) - to 01:25:427 (3) -
move from 01:21:834 (1) - to 01:22:459 (2) -
01:11:834 (1) -
/