SCAG wrote:
Master
only thing i wanna point out, and this is just a suggestion –
00:26:864 (1,2) - i think these should be linear, because 00:21:378 (1,2) - are linear and appear at a similar pattern in the song. i also just think it fits better with the more dissonant tone applied
Index » Beatmaps » Ranked/Approved Beatmaps » SHK - Flight of the Bumblebee (RST Classic)
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full spread complete @SCAG @SCUG @NORTHERNLION
it/its only
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Earned 1 kudosu. |
yellow furry feet gaming 621; prepare for the biggest mod ever
01:14:178 - The usage of NC is inconsistent on the last 3 beats across all difficulties. On [Novice], [Apprentice] and [Expert] the 1st of last 3 beats is not NC'ed whereas on the other difficulties it is. I suggest to NC it on all difficulties since it obviously feels like its own section. 01:14:178 (5) - Wouldn't it make more sense to make this 3 circles instead a slider? Again, it's 3 circles in all difficulties (maybe besides [Novice]). 00:20:693 (1,2,3) - You can remove 1 repeat for each slider here to make them less annoying to hit. Yeah, technically previous slider's followcircle is big enough to touch the next sliderhead, but they still imply that you need to snap on them, especially for the newer players. 00:26:178 (1,2,3) - ^^^ 00:49:493 (1,2,3,4,5,6,7,8.9) - The stream kinda looks unnerving lol, the curve (6,7,8,9) is too slight so it looks a bit weird. You could make it more curved or you can just modify the (1,2,3,4,5) part to make it look something like this 00:20:007 (7,8,9,10,11,12,13,14).
Last edited by vg185
1 day ago, edited 2 times in total.
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thanks for mod! it/its only
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Earned 1 kudosu. |
General idk if "Titanic" is really a necessary thing to have in tags but ok Novice General: Throughout the whole map there are a handful of patterns that i think could be misread by newer players, since there are instances where spacing is visually the same here are some examples… 00:02:864 (2) - sliderend is actually closer than 00:01:493 (1)'s sliderend 00:06:293 (4) - sliderhead and sliderend have the exact same spacing 00:22:750 (3) - sliderend is right next to 00:21:378 (2)'s sliderend which definitely could trip some people up 00:26:178 (1) - yea i think you get the idea Timeline: 00:15:207 (1,2) - swap these around to follow the melody better ![]() Apprentice Timeline: 00:13:835 (3,4,5,6,7,8) - i think this might be too dense for this part of the song, i'd save this for the kiai only and instead stick to something else 00:25:150 (1,2,3) - move this down so it doesn't have an ugly overlap with 00:24:464 (3) - 00:34:235 (7,8) - not centered properly with the 2 sliders (00:33:035 (5,6) - ) Professional Timeline: [❤] 00:43:150 (1,2,3,4,5,6) - honeycomb c: don't have anything to say for this diff it already seems good as is =w= Expert Timeline: 00:10:750 (9) - would remove the last reverse 00:12:121 (9) - maybe this one too? you can do whatever with this one 00:16:235 (9) - ditto 00:17:607 (9) - ditto 00:38:521 (1,2,3) - this looks kinda eh, i'd recommend moving them around a little, maybe something like this? ![]() (then adjust the slider after accordingly :P) Master Timeline: 01:06:635 (1,2,3,4,5,6,7,8) - i feel that this sharp curve is misrepresenting the song a little bit, it'd be better to just stick with a more curved stream instead ok i sleep now furry
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thanks for mod!!
Last edited by Cloudpaw
1 day ago, edited 1 time in total.
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rechecked. i have zero issue with anything i had yet to see until now
bubbled!! CERTIFIED WORST MODDER |
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meow
furry
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Its coming together babey
it/its only
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Earned 1 kudosu. |
Novice:
00:22:750 (3) - this object collides with the old hp bar, I would prefer if this were moved down slightly 00:37:493 (4,5) - ^ 00:19:321 (3,4,1,2) - Patterns like this are hard for new players to read, I think one should avoid using patterns like this for easy/normal difficulties. Remember most new players will use the default skin, up until this point they have not encountered any rhythm gaps like this, so what are they not going to intuitively sense that there is a gap. New players also struggle to determine sliderends vs sliderheads they pretty much just follow the flow of the map, and they are likely to go from 00:20:693 (1) - to the tail of 00:21:378 (2) - 00:39:207 (7,1) - this one is even more egregious, most new players miss reverse arrows completely. I imagine many new players would ignore the reverse and go straight into 00:40:578 (1). if you designed this in a way where the reverse arrows points towards the next object (7 to 1) this would remove the potential reading problems |
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I will be quoting RC for context:
to respond to your points:
I don't understand how this is true for a 2.2* difficulty. The distance spacing is noticeably larger from the rest, followpoints point directly at the slider head, and approach circles exist. If a new player is keeping up with the rest of the difficulty, it's likely they already have the skill to see the difference between the 1/1 spacing and the 2/1 spacing.
they will have to learn how to differentiate them then. This seems like a very basic mistake that a player on a relatively challenging normal would make if they did not have the experience to play the rest of the map with the higher general demand on aim and reading it/its only
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DQ for fixes please
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No kudosu yet. |
fear mah powah!
⊹₊ ˚‧︵‿₊୨ RAVE!!!!! ୧₊‿︵‧ ˚ ₊⊹
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No kudosu yet. |
Easy/Normal difficulties are not the place to test reading. This is something that I believe shouldn’t be tested till advanced difficulties at the lowest. I disagree with your take that they just “have to learn eventually”. Yes, if they move up to higher difficulties I agree, but this difficulty range is not the place for it.
You mentioned the ranking criteria, and I agree, however you are missing my point. “Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.” This is the problem, the slider tail is at the same distance time equality as if there were no one beat gap. That’s why this is bad. If there were more distance from the tail (such as the slider being rotated left) there would be no ambiguity. For example, let me place a circle at 00:21:035 (2) - right on the slider tail. ![]() This imaginary circle is 0.91x away from 00:20:693 (1), the distance spacing of this map is ~1.00, this is close enough that with time-distance equality it is reasonable to think one should tap on the slidertail. If this distance were like 1.5x or something, then I would agree, not a big deal, however this is close enough to be reasonably misunderstood. I mean take a look at 00:26:178 (1) - is 0.95x, so a 0.91x distance isn't that different from what already exists. We want to keep low difficulties easy to read, and not frustrating to new players, which is our target audience. Were the next slider on the left for example, there would be no ambiguity. ![]() Also 00:22:750 (3) - is 0.77x away from the previous note, and is not distance snapped, so you already should make some adjustments to this pattern anyways, so why not make it easier to read? |
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I already changed it slightly. No more changes
currently away from computer, pushing updates later
Last edited by Cloudpaw
21 hours ago, edited 1 time in total.
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