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Index » Beatmaps » Mapping Discussion » Map Requests » Grandaddy - Jed's Other Poem (Beautiful Ground)

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Basil Chapman
158 posts

4 months ago

Kurboh wrote:

mod for insane:
- 00 (3) - move this object lower for bigger distance and then make 00 (4) - parallel to it in a way how 00 (1,2) - are done
- 00 (5,6) - lower these so distance is the same as is between 00 (1,2) - and 00 (3,4) -
- 00 (7) - move this so it's vertically (or also maybe closer) to 00 (6) -
- 00 (1,2,3,4,5) - move all these by one grid space up
- 00 (4) - feel free to make this slider curved so it feels like it's on the same y axis as 00 (1,2,3) - and then move 00 (1) - by one grid to the right and 00: 50:948 (3) - by one grid to the left
- 00 (6) - move this by two grid spaces to the right and move 00 (7) - so it has equally spacing to 00 (4,5,6) -
- now listen to this idea, use CTRL+G on 00 (9) - ~~and then add an object before it on 00 (so, put your beat snap divisor to 1/3 and then place a circle on top of the slider head of 00 (9) - )~~ - we can focus on this later actually, just CTRL+G the slider
- 00 (1,2,3,4,5) - CTRL+H this and make the slider end on a white tick (as it is now, it doesnt sound right)
- 01 (10) - put a circle here instead of slider (in a similar way how you placed 00 (6,7,8,9) - ) and then place a slider afterwards that curves towards 01 (11) -
- another idea, remove 01 (12) - then move 01 (13) - by one grid upwards, copy the slider (CTRL+C), then paste it where 01 (12) - used to be (CTRL+V) and then use CTRL+H and CTRL+J to flip it vertically and horizontally, it will look really good

Idk which ones are like “potentially issues” or “issues”
AND IT GOES LIKE THIS.
Kurboh
1389 posts

4 months ago

Basil Chapman wrote:

mod for insane:
- 00 (3) - move this object lower for bigger distance and then make 00 (4) - parallel to it in a way how 00 (1,2) - are done
- 00 (5,6) - lower these so distance is the same as is between 00 (1,2) - and 00 (3,4) -
- 00 (7) - move this so it's vertically (or also maybe closer) to 00 (6) -
- 00 (1,2,3,4,5) - move all these by one grid space up
- 00 (4) - feel free to make this slider curved so it feels like it's on the same y axis as 00 (1,2,3) - and then move 00 (1) - by one grid to the right and 00: 50:948 (3) - by one grid to the left
- 00 (6) - move this by two grid spaces to the right and move 00 (7) - so it has equally spacing to 00 (4,5,6) -
- now listen to this idea, use CTRL+G on 00 (9) - ~~and then add an object before it on 00 (so, put your beat snap divisor to 1/3 and then place a circle on top of the slider head of 00 (9) - )~~ - we can focus on this later actually, just CTRL+G the slider
- 00 (1,2,3,4,5) - CTRL+H this and make the slider end on a white tick (as it is now, it doesnt sound right)
- 01 (10) - put a circle here instead of slider (in a similar way how you placed 00 (6,7,8,9) - ) and then place a slider afterwards that curves towards 01 (11) -
- another idea, remove 01 (12) - then move 01 (13) - by one grid upwards, copy the slider (CTRL+C), then paste it where 01 (12) - used to be (CTRL+V) and then use CTRL+H and CTRL+J to flip it vertically and horizontally, it will look really good

Idk which ones are like “potentially issues” or “issues”
i'll edit it, but generally i think of them all suggestions for improvement so :p
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
- 01 (1,2,3) - feel free to make these more spaced out and make 01 (3) - not overlap 01 (4) -
- 01 (1,2,3,4) - move all these by a grid space up
- 01 (1,2) - move these by a grid space to the left
- 01 (8) - move this by one grid space to the left as well
- 01 (7,8) - for some spice, increase the spacing of these by twice of what was happening in 01 (1,2,3,4,5,6) - and preferably in like a square sort of way
- if you do that correctly, and then move 01 (9) - by one grid up, they should all be on the same y-axis
- 01 (1,6,7) - move these by one grid to the right
- 01 (8) - move this to the centre of the playing field, it can throw someone off really easily, and afterwards, place 01 (9) - somewhere between the previous and next object idk xd
- 01 (3,4,1,2,3,4,5,6,7) - this entire section needs a rework imo, nothing feels right, i made something that might look nicer for this

do_this.mp4
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
- 01 (6,7,8,9,10,11,12,13) - move these by one grid space to the left
- 01 (8) - move this by one gird right, then move 01 (8,9) - by one grid down
- 01 (13,14,15,16) - move these by one grid up, then move 01: 50:415 (15) - closer to the previous objects so 01 (11,12,13,14,15) - form a square
- 01 add an object here on top of the slider head
- 01 (2) - extend this slider till the white tick and add some objects afterwards, it's pretty empty as it is now
- 02 (1) - extend spinner till white tick and add some objects afterwads, it feels empty and drawn out without anything
Last edited by Kurboh 4 months ago, edited 1 time in total.
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
that's all the mods, 3 kudosu pls c:
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Basil Chapman
158 posts

4 months ago
Jesus the amount of issues…..
AND IT GOES LIKE THIS.
Basil Chapman
158 posts

4 months ago
wow this shit is ass okay
AND IT GOES LIKE THIS.
Kurboh
1389 posts

LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
most of these are suggestions
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Basil Chapman
158 posts

4 months ago
I cant rlly do anything right now cause my pc is updating lol
AND IT GOES LIKE THIS.
Kurboh
1389 posts

4 months ago
when it updates, you'll be done with modding pretty quickly
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
a lot of these are just "move this by x grid spaces" xd
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Basil Chapman
158 posts

4 months ago
Plus I got schoolwork to do 😭
AND IT GOES LIKE THIS.
Kurboh
1389 posts

4 months ago
do it when you have time lol
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1389 posts

4 months ago
anyways, this was my moment to show off to be a potential BAT xd
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.

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