((((((・ω・)))))
deadbeat wrote: 3l3a6y
ND1 diff makes me cry ;____;
I did set it in SBWinshley wrote: 6d5j56
Not much of an issue for me, but since the epilepsy warning is SB-based (not from the beatmap settings), you can't disable Storyboard from Fun Spoiler options unless you had to the map first.
If you actually enabled the SB warning from the beatmap settings, you can disable it even without playing it beforehand. '~'
yes it isKurai wrote: 4o3o
[list][*]The [ND1] has too much SV changes which make it unreadable, this is not sightreadable at first attempt.
Just move from the sliderstart to the sliderend instantly. I do a higher slider tick rate for this, but don't claim it's unreadable.those wrote: 2f131h
But it's hard to do that when they aren't thereAqo wrote: 2c2q2z
Here is how you read SV changes: you look at the sliderticks
How about just have intuitive slider speeds that people can read on first try? Clearly we're asking for too much. Anyway, gonna leave you to your pointless bickering until I get to mod this later tonight.Aqo wrote: 2c2q2z
I just don't like the idea of maps being unranked because of SV changes since most people have trouble with them D: if anything, more maps need to do them so that people get used to read them correctly instead of guessing slider speeds or forcing mappers to rely on combo colors
Even some ranked val's maps are harder than this map, so I think it isn't necessary imo.Blue Dragon wrote: 42171m
Why the hell isn't this approved instead of ranked then? Isn't that the damn meaning of it? @_@
I approve of this, haha... To the s: Go play some AR10-AR11 if u cant "read" the sliders. Oh! And get a new skin, bet ur playing with big ass 300 signs so u cant see anything.Kyou-kun wrote: 1b5j4h
Both me and Tom were able to easily full combo this in our first tries. Don't see how you could think those sliders can't be sightread. Oh, right; most of osu!'s community sucks at the game![]()
Well I hope you're glad the istrative team isn't based on ability to play. Also, having FC'd this (with default skin, just so you know) is not the reason why I bubbled this.Nilsso wrote: 1h2px
I approve of this, haha... To the s: Go play some AR10-AR11 if u cant "read" the sliders. Oh! And get a new skin, bet ur playing with big ass 300 signs so u cant see anything.
Sure seems like it sometimesthose wrote: 2f131h
Well I hope you're glad the istrative team isn't based on ability to play. Also, having FC'd this (with default skin, just so you know) is not the reason why I bubbled this.Nilsso wrote: 1h2px
I approve of this, haha... To the s: Go play some AR10-AR11 if u cant "read" the sliders. Oh! And get a new skin, bet ur playing with big ass 300 signs so u cant see anything.
This is not correct. Maps do *not* need to be sightreadable on the first attempt. I probably sound hypocritical since I wanted a sightreading rule last year, but it's really not necessary and limits creativity. The colorhax in the map is used beautifully, and the SV changes are obvious after a few combos of changing between white and red. I think that's it's obvious enough and does not need to be changed at all.Kurai wrote: 4o3o
The [ND1] has too much SV changes which make it unreadable, this is not sightreadable at first attempt. People are not supposed to know the song/map when they play it. The SV changes are fine, they fit the song, the problem is that it is almost impossible to guess when they will happen (you did something with combo colours, this is nice but not enough since they haven't a consistent meaning, and the player is not supposed to guess that they show a SV change).
Tick rate 3 sounds horrible here. Sure there's 1/3, but nearly all of the sliders are too short for it.Kurai wrote: 4o3o
Therefore you have to use slidertick rate 3 (better than STR 1 actually ...), it fits the song and will show when the SV changes accurately so that the player doesn't have to wonder when it will happen.
I'm glad that I'm not the only one to point this out... ;_;Derekku wrote: 3p3n6t
It's fine to have a storyboarded epilepsy warning, but the built-in one should be used as well. This flags the map internally and shouldn't be byed.
When I first saw this, I didn't notice that red combos and white combos were supposed to mean different slider velocities, especially since the map has a dozen combo colors, some of which are really close to red (amen to the colorblind people who are going to have a field day with this map). It's not obvious unless you either a- Go in the editor to figure out what's going on or b- read the map description, and you shouldn't have to do either of that.Derekku wrote: 3p3n6t
The colorhax in the map is used beautifully, and the SV changes are obvious after a few combos of changing between white and red. I think that's it's obvious enough and does not need to be changed at all.
I'm red/green colorblind and it makes perfect sense to me. I can easily discern the colors. The only people who would likely have an issue are people who are entirely colorblind (only see monochrome). However, there's many other things entirely colorblind people would probably take more issue with in this game.Mr Color wrote: 2r8t
When I first saw this, I didn't notice that red combos and white combos were supposed to mean different slider velocities, especially since the map has a dozen combo colors, some of which are really close to red (amen to the colorblind people who are going to have a field day with this map). It's not obvious unless you either a- Go in the editor to figure out what's going on or b- read the map description, and you shouldn't have to do either of that.Derekku wrote: 3p3n6t
The colorhax in the map is used beautifully, and the SV changes are obvious after a few combos of changing between white and red. I think that's it's obvious enough and does not need to be changed at all.
There's very little to change (my mod was rather extensive but it's all easy fixes and minor adjustments) to make this map perfectly sightreadable, and most importantly, more intuitive. I wonder why we can't have that.
overmodding isn't a good thing ok?Mr Color wrote: 2r8t
It's not an issue of "should be approved instead or ranked" or anything.
It's an issue of the map doesn't meet the gameplay standards required. Instead of bitching, you guys should help out. There's plenty to say to improve this and get it reranked faster.
Alright Nold, let's do this. Here's a bunch of stuff you can apply in your ND1 diff. It won't break your flow, it won't make the map any easier, and it will keep its authenticity. You just need to adjust some stuff.
[ND1]
Just so you know, this beginning is quite well done. I wish to see more of that.
About the slider speed and combo colors, it worked well in Pluto, but that's a one-time only gimmick. Here, it really feels out of place, especially in the slow parts.
00:27:282 (4) - Reverse this slider so that you have consistant spacing throughout your triangle pattern. Plus it sends the player directly into the next slider.No,since it really breaks my pattern.Since 00:26:869 (3) includes a drum hit so (2)<--->(3) spacing should be bigger than (3)<--(4)
00:40:524 (1) - Unneeded speedup here, it doesn't really fit since the music isn't really being emphasized. Just put a regular slider speed and you're good.I don't think so,it's colour is red it's readable and the song"gegegoo" sounds so fast and sudden .The aim of putting it as a faster slider speed is to fit the song well.
00:44:110 (4) - Make this a circle and stack it near the slider -- you're having one beat too many compared to the music.Why
00:50:041 (1,1,2) - Same for these -- keep a consistant slider speedAs above
00:52:800 (1,2,1,1,2,3) - Same as above. Having them be regular slider speed doesn't break the flow at all; you're still having the spacing changes which are plenty readable.As above
00:57:282 (1,2) - You once again have one beat too many here. Just settle for a regular slider.As above
01:14:869 (1,2) - (and next ones) I feel these are very intrusive in the way of hitsounds and they really sound weird. Your choice as whether you want to tone them down or not.What do you mean.
01:23:765 (7) - Delete this circle and extend the slider's beginning to here.![]()
01:24:800 (4) - Same as above.
01:29:765 (1,2,3,4) - From here on out, you're jumping from 1.50 to 0.75 SV which is really weird. Tone it down a bit. My best advice would be to keep a consistant slider speed throughout the whole wub section (it can work just as well, if you want to I can show you how) but you probably don't want that. Another option here would be to use, for example, 1.20 and 0.90 to make the slider speed changes more subtle, thus more readable. Give it a shot and see if you like it. Either way, you're gonna have to do some changes here. , you can increase your spacing from slider to slider if you feel the need to (just don't go nuts with it.)No since it doesn't gfit at all.
01:32:938 (1) - Make this into a circle and make the next slider (the red one) begin when this current slider ends.no,01:32:938 (1) - sounds slow so I put it white(slow)
02:29:972 (7) - Remove the circle and extend the slider's beginning to here.as above
02:31:007 (4) - Same as above.same as above
02:31:558 (7,8) - I think you should reverse these two for better flow into the spinner.I don't think so,it breaks my pattern not improve.
Second wub section - The slider velocity changes don't seem to be as common here -- however sometimes the spacing gets pretty huge.so?
02:55:420 (1) - You're breaking the pattern you had going before! Place this at the top.? I think my pattern is better than yours.
02:58:317 (1,2) - Extend these to the next purple tick to lock the player into a 1/3 pattern which is what you have at the end.
And that's it! Don't forget to have the SB fixed and whatnot, maybe name of the song, that kind of stuff, I think you already know what to do.
Apply at least most of these and you're good for ranking.
It's "First Of The Year (Equinox)"(with cap of all words) http://www.youtube.com/watch?v=2cXDgFwE13gDerekku wrote: 3p3n6t
As someone else mentioned, the title should be "First of the Year (Equinox)". Make sure to uncapitalize "of" and "the", as well!
It's fine to have a storyboarded epilepsy warning, but the built-in one should be used as well. This flags the map internally and shouldn't be byed.
Flask wrote: 5l1l4k
Hi
http://osu-ppy-sh.tvgratuite.org/s/62852
^ This map's BG is about 1.25 MB, it ranks b4 but no one complain about that.
Hey so why don't unrank that in that time? Or you just think 1.58MB has so many difference to 1.25MB?
36,216,154869,1,8,0:0:0
144,44,155007,1,8,0:0:0
24,124,155145,2,2,B|52:140|52:140|32:148|32:148|64:132|136:184|96:256,1,200.000007629395,10|0,0:0|0:0,0:0:0
Thanks for mod :3333Kawayi Rika wrote: 2t2g1t
Hi ~ nold ~![]()
Kurai call me check this map ~ just few thing ~
Red : Must be fixed
Pink : Should be fixed
Purple : Just suggestions
[ND1] 4k2j2m
- 01:14:869 (1,2) - The whistle sound really noisy to me,reduce some volume pls.
- 01:18:179 (1,2) - ^
- 02:21:076 (3,4) - ^
- 02:24:386 (1,2) - ^
- 02:29:352 (5) - ^
Hmm,okay
- 02:34:869 (3,5) - Make no touch blanket,here is code.
okay :3
SPOILER36,216,154869,1,8,0:0:0
144,44,155007,1,8,0:0:0
24,124,155145,2,2,B|52:140|52:140|32:148|32:148|64:132|136:184|96:256,1,200.000007629395,10|0,0:0|0:0,0:0:0
[INnold] 50124o
- 01:15:558 (5) - Stack on 01:16:110 (1),looks better to me.
Hmm I think the crruent one is more aesthetic
- 01:56:662 (1) - The whistle sound really noisy to me,reduce some volume pls.
Done
[FL] 314l3w
- AR+1 is better.
I think this AR is fine lol
That's all ~ Amazing map ~ Call me back ~![]()