The Quick Brown Fox Jumps Over the Lazy Dog ~
Intel Core i3, eh?Kurisuchianu wrote: 4m865
Recomended to play with 512MB of video with Intel 3 imo
So, yea, firstlyBlue Dragon wrote: 353cq
saying "it's really overmapped" in a 720BPM song isn't really true, in my opinion.
AR9 is ridiculously low for the jumps and...
01:45:550 (1) - Just jump here. AR9 is unreadable here.
I am not aiming for a ridiculous map just for the sake of it, I am just following what the song suggests.
If this map gets unranked because "it is too fast", then, well, sorry but someone will have to be deBATted.
It doesn't mean that we should obliviously delete this.Mustaash wrote: 46g5i
01:49:130 (2) - there's nothing here in the melody
any suggestions about it? I can't really do anything else that fits with the song there.ztrot wrote: 21x5f
I just want to point out how hard sliders like this are on GPU's 01:02:919 (1) they drop my frame rate down massively nothing that would affect my gameplay but mapping like this doesn't work well for low end machines.
SapphireGhost wrote: 295i56
There's something about bubbling this map that sounds so bittersweet.In short, this will be MAT bubble #1 for approval.
But I think I'll do so right now. (Cause I popped it nice and neat.)
They'll say the BPM should be changed, for consistency.
#bat discussed it, they said, that it's good and ready.
Bubbled!
More InformationFor those who need translation, I pointed out the letterboxing thing and BD fixed it. I felt bad about popping the bubble so further modding was done and I noticed inconsistency in the BPMs. It was discussed in #bat and they decided it would be alright. Changing the taiko BPM to 360 and using a 0.5x section causes the first note to appear too quickly, and BD has a strong preference about keeping the standard BPM at 360.
BD has a strong preference about keeping the standard BPM at 360.Oh yeah sure everything makes sense.
I'm sorry, I thought you were here for the "freedom mapping"? I have all the right to choose if I want to put the song's REAL bpm instead of halving it for the sake of consistency (which doesn't affect ANYTHING gameplay-wise).Card N'FoRcE wrote: 486w3a
So let's fuck timing consistency for a preference in a single number.
In fact my post is not for you, but for the "Team" who makes these stupid exceptions while other maps were not allowed the same things.Blue Dragon wrote: 353cq
I'm sorry, I thought you were here for the "freedom mapping"? I have all the right to choose if I want to put the song's REAL bpm instead of halving it for the sake of consistency (which doesn't affect ANYTHING gameplay-wise).Card N'FoRcE wrote: 486w3a
So let's fuck timing consistency for a preference in a single number.
Please stop being unneccessairly nazi.
Gonzvlo wrote: 2z3o53
*sneaks in*
About the timing. The first BPM was 720 (IIRC?), then everybody agreed that the value was exaggerated and it had to be, at least, halved. Then the conclusion was reached, the BPM was 360.
"Why Taiko doesn't use 360?"
At first, I was like "If the slider-speed is too fast then use an Inherited Section to convert it", but then I talked to BD and Ono and they explained to me that the BPM messes with Hidden, making it impossible to play. (I asked in #bat beforehand, btw). My apologies for any misunderstanding.
About comparing the map with a completely different mapper/map, definitely a bad idea. If you want to complain about it try to make it a bit more specific, just like lesslunatic did.
*poofs*
Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.This is supposed to be a rule in your "rules". Different mappers is not contemplated as an exception. Therefore this breaks a rule which has been taken for granted for years now.
(wasn't it a rule?)SapphireGhost wrote: 295i56
I think the BPM is alright as it is, it's set differently on the osu!standard and taiko difficulty so that their respective maps play better. Seeing how there's no actual gameplay difference being made other than the number on the main menu screen, it should be alright.
To address the difficulty of the map, not all maps are for all people. If you don't like how hard the map is, don't play it. In fact, because this is approved, you shouldn't even feel obligated to play it for ranked score because it won't give you any. I'm sort of iffy about it myself, but because a good number of people enjoy this map I believe it should stay approved.
Card N'FoRcE wrote: 486w3a
It seems like you guys don't understand my point.
I'm perfectly aware that 180 or 360 is the same thing, but it seems like some people wrote this for a reason i don't know about:
Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.This is supposed to be a rule in your "rules". Different mappers is not contemplated as an exception. Therefore this breaks a rule which has been taken for granted for years now.
So why was this approved while timing was not consistent in the mapset?
Oh and don't try giving me the "oh but that's from the draft that's not definitive yet", because that would mean everything is still supposed to be guidelines so enforcing them as rules just gives you a shield to cover yourselves with.
You want to keep 360? Fine, you don't rank/approve the map, exactly like what was done with the other mappers in the past.
EDIT: the timing issue is with the TAIKO diff. I'm talking about the OSU!STANDARD diff.
Shiirn wrote: 234850
Taiko used a different bpm than the standard diff because of a taiko bug
if you want to complain about bpm inconsistencies between difficulties due to bugs in taiko coding, which happen, you should be demanding the taiko bugs be fixed
not the correct timing.
People aren't complaining about how the Taiko diff is 180BPM - they're complaining about how the standard diff is 360BPM. This was my fault because I didn't want to change it. I am sorry.OnosakiHito wrote: 1h4bn
About the different timing:
Gonzvlo mentioned it allready before why we changed it. Because of some bug's it self.
But it has been approved because Taiko dosen't count to osu!; to the osu!-rules as I know.
To avoid such similiar issues, we Taiko players are making rules for osu!-taiko as well. Also because this could give BAT's thinking about to make diverse scripting as for such issues in this case -> Invisible HD playing. But well, it will still need some time up to this day. orz
Please don't be mad at the BAT's, it was mostly my own please to do so, exactly because of those thoughts/reasons.