hype
Thanks.Cosmolade wrote:
hewwo
M4M
[General]I can't find anything in the Easy aa
- Maybe up the StackLeniency to 3? for better reading This is intentionally set low. Reading is supposed to be more of a challenge for this map, and where reading would be unreasonable I've used custom stacks.
- You use straight-slidershapes in all the diffs, I know is in purpose but this triggers me a little xD you can represent so much sounds with other shapes like curves or angles, so can I have the reason why you use only straight sliders? o: That's the theme of the map; every single combo is set on a straight line. Instead of angles, I've tried to use spacing and directional changes to represent the music.
[Normal][Hard]
- 00:25:349 (2,5,2,2) - I dont think is a good idea use this spacing in a normal, this can be mistaken for 1/4 for the newbies, because you use here 0,11x and in other sections with same rhythm you use 0,8x like here - 00:18:625 (4,5) - for example, the 2 cases are 1/2 but they look different, this may be confusing :c This is a custom stack, and I would be very surprised if a beginner player mistakes this for a 1/4.
- 01:37:936 (1,2,3,1) - this section feels weird because you broke your pattern >slider-reverse-slider< with a circle-slider, I know the melody changes, so instead of that maybe you can do this rhytm: As you said it is different because the rhythm is different. I was following the drums for the previous reverse sliders, and this regular slider does the same.
[Insane]
- 01:02:763 (3,4,5) - this pattern is confusing aaa anyways is fine, but If you stack them in the tail of (4) (moving the slider a little for ds consistency) instead of the head, the readability is better, because we have (3) diagonally separated from (4), same in the other similar cases. The result have the same action and the same jump, but more readable: Breaking the straight line is going completely against the theme I have for this map.
- 01:18:625 (1,2) - here you can make more emphasis in the white tick with CTRL+G, for me follows better, same here > 02:24:832 (1,2) - and the other similar cases That white tick doesn't need emphasis, the higher pitched drums land on white->red->white.
- 01:31:729 (3,4,5,6) - maybe put whistles in them? sounds nice, this must be the same in all the diffs Not a bad idea.
[Abyssal]
- 01:26:728 (7,1) - for consistency, this notes must have a jump from (7) to (1), like the others > 01:21:211 (7,1,7,1) - It's not supposed to be consistent, the music does something different here so here is a different pattern.
- 03:03:453 (1) - If you put it in the middle (x axys) looks better and makes more emphasis for the end Increased the spacing, but I think it works better being offset rather than centred perfectly.
- 03:05:867 (1) - aaand I think this slider is unnecesary, I keep failing it in the test because is so suddenly, you can end the spinner in - 03:05:867 - like the other diffs and is perfectly fine Moved it up slightly to be slightly clearer, but I'd rather keep this if I can, just for that final guitar note.
I cant mod this cleanly because I dont know how to map/play extra, Im stuck in Insane standardsThat's all
- 01:53:539 (2,4) - you can delete them because I don't hear a sound for such a long stream I think it fits well with the sounds that come after the cymbal crash.
- 02:37:935 (9,9) - NC?
I don't think these are necessary.Someone just convinced me that it is.
I hope this helps
GL!
Also made colourhaxing more consistent in top diff and added a SB.pishifat wrote:
u cant do tick rate 0.5
like ranking criteria you already know
and u cant silence slide and tick either (which happens a few times on easy)
senya
00:22:246 (2) - 00:22:763 (1) - feel like visual spacing between these should be the same as 00:22:418 (3,4) - likelikelike looks less like a mistake Done
00:56:384 (4) -02:13:625 (4) - seems weird to ignore the 1/4 sound between this and the stream afterwards. rearranging stuff for active 1/4 woudl suck, but a 1/4 slider would be ok Done
01:42:073 (1,2) - the rule that still exists even if you dont want it to can make it work if you have enough of the tail visible from beneath the sliderend, like 01:32:418 (1,2) - on insane. having only the head visible makes it seem like a circle (which the rule tries to avoid) Done
01:58:366 (2,3,4) - feel like you might have wanted to ctrlg this. like every toher square has less Xtreme rotation change stuff Done
Senya
01:25:176 (7) - should actually be 1/4? like it's the same sound u do for the orange combos and 01:30:694 (7,8,9,10,1) - (which i dont understand being blue) Fixed the combo colours too
01:39:487 - should add a circle tbh. 01:36:729 - is ok without the gap but at 1:39 1/2 drums start spamming so having the break seems off Used slider instead
call back!!!
Satellite wrote:
hype
Lasse wrote:
abyssal
00:34:142 (6) - 00:45:177 (6) - think makingt hese 1/2 would make more sense with your other 3/4 usage in this part, as they usually fall on vocals, and make a nicer differentiation towards 00:34:487 (1,2) - I like how the 3/4 currently adds tension to this part where there's no vocals, and acts as a smoother way to transition into the 3/4s right after it. I also think the offset sliders and increased SV in the next combo is differentiation enough.
same for the 02:02:418 - part
00:59:315 (1,2,3,4,5,6) - could probably use slightly more rotation as it looks close to perfectly axis parallel which seems kinda off with your other visuals lol. actually stood out lot to me Changed
02:39:660 (5,6,7,8) - having this consistent with before just seems so weird when the change in drums is so clear together with your hitsounding :c Would be a shame to break this pattern though, I feel it's more significant this way. The piano is more the priority for this section anyway,
rather than the drums, even if it hitsounding is there to match the drums.
insane
00:12:418 (1) - might work nicer without the red node Red node was to make it clearer that the slider is diferent, i.e. 1 reverse rather than 2 like the sliders before it.
lower diffs look fine, even if it feels a bit more like normal - advanced than easy - normal to me lol
yea that's actually all, nice to see the concept used for all diffs
On the contrary-Mo- wrote:
The song is an original composition, not a remake of any of the songs from the game.
http://www.yuuhei-satellite.jp/5882
Note song 4 is the only one citing an original song, while all other songs including this one list a composer in the credits.
okay you win-Mo- wrote:
http://kancolle.wikia.com/wiki/Music
Find me the original song and I will concede.