heya kanor m4m as promised, wanna rework some things that might require some more discussion or modding beyond this single mod so im popping this for now, but i'd be happy to rebubble later so dont worry
amazarashi - Sora ni Utaeba -TV edit.-
General
gary00737's Easy
Normal
Pata-Mon's Hard
Insane
Left's Extra
Firis' Extra
Plus Ultra
Looks like that's all I got, it's a nice set but I want to get some things cleaned up first that might take some further discussion and work beyond one response, so I'm popping to make that a little more easier. Feel free to PM me if anything's unclear, I'm writing this late at night and want to sleep qq. Call me back once responses are done and we'll work back towards a rebub!!
General
- In top two diffs, the ending times are longer due to more representation of the guitar. It's fine, but my issue is that you add almost x0.4+ in SV compared to anywhere else in the map, which is a bit too exaggerated imo. Comparing it to the rest of the map something more suitable would be like a 1.2x SV that isn't such an attack on the player for the last half second on the song. Personally I'd suggest circles as an alternative on the red ticks to match all the endings of the other difficulties, but if you keep this at least nerf the SV so it isn't the fastest thing in the map.
- 00:21:681 (3) - liked having the clap on 00:21:681 but a lot of diffs don't do this, making that consistent in more diffs would be cool
- Combo colors feel a bit dark/dull even with the bg, using some lighter colors and more shades of green that aren't too diarrhea would be cute
gary00737's Easy
- 00:17:417 (3) - What're your thoughts on a reverse slider instead here?
- 00:44:034 (1,2,3,4) - and 00:47:123 (2,3,4,1,2,3) - so in my opinion, an easy difficulty should focus on delivering a gameplay experience that's fairly simple and straightforward so it's not so difficult to interpret. This section of the map has very difficult flow and movement, especially at 00:47:711 (3,4,1) - . Given that, this could be simplified somewhat imo
Normal
- 00:17:417 (5,6) - So based on the suggestion in the easy too, maybe putting a reverse slider here would be nice as well. Giving the vocals a little more emphasis would transition into the chorus nicely.
- 00:57:123 (3,4) - Feels weird to me that you'd make the small piano key sound clickable here, I'd personally suggest just putting a circle instead of a slider at 00:57:123 - . If you keep this, representing the vocals more on the next two white ticks would make the circle on the red tick more justifiable. Given what you do at 01:12:417 (1) - I think the latter would be suitable. Do note what you have here is contrasting what you do in the top diff which is map this all out.
Pata-Mon's Hard
- Bit sad that this diff lacks the clap hitsounds, even if it is kinda loud it matches the song nicely imo
- 00:07:123 (3) - Liked how in the normal there was an NC here to separate vocals, maybe adding a NC here and removing at 00:07:711 (1) - would be nice.
- 00:48:005 (2) - This kinda covers up a lot of neat drum rhythms on the repeat, there's a lot you could map out to better emphasize this, especially into the next section which I wanna talk about a bit.
- 00:48:887 (1) - So in this section, note there's strong 1/2 sounds on 00:49:034 / 00:49:623 - for example. Even the normal has a harder, more dense rhythm of this bit, whilst this sticks to mostly 1/1. For a better transition between difficulties I think it'd be better for you to emphasize those 1/2 rhythms along with the vocals for a more well rounded dense rhythm that suits the music more, that better scales from the normal difficulty.
- Cute diff, love it!
Insane
- 00:10:652 (3,4,5) - So again with scaling between difficulties, the hard has a really dense 5 circle rhythm here that I think fits the 1/2 drum spam, but this is a really simplistic way to represent it, especially for an insane. Wouldn't it be better to sort of "preview" the rest of the map's difficulty by making this more dense early on in the map?
- Due to how spacing scales at 00:48:593 (4,5,1,2,3,4) - this is really confusing. 1/2 spacing is shown here: 00:48:740 (5,1,2) - which is fine for emphasis, but when a 1/1 rhythm is present at 00:48:887 (1,2,3,4) - the spacing is almost identical. Given that you blanket them too it makes the objects feel more related. I think either increasing spacing or adjusting how this is placed could better indicate that this is a 1/1 rhythm as opposed to a 1/2.
- It's a bit of a shame to me that 00:55:946 (1) - can't be more emphasized, with circles or anything, given that you make some pretty big jumps like at 01:18:887 (1,2,3) - that could be somewhat suitable here. Something stronger as a buildup into the chorus would be really cool.
- 00:57:123 (1,2,3) - Same thing about this from the normal. Again, is against what you do in top diff.
- 01:24:770 (3,1) - Very suggestive but I think it'd be nice if you could overlap them like this for some nicer separate movement. http://puu.sh/yanNr/df3e9c00b2.jpg
Left's Extra
- 00:05:358 - kinda offscreenish
- Do you really need OD9 for a 5.27 star difficulty? Doesn't scale well from the other diffs, 8 - 8.5 would be just fine.
- Honestly those were all my concerns with this diff. It's really, really, well made - love it!
Firis' Extra
- Maybe OD 8.7 and letting top diff have 9 would be nice but I guess it doesn't really matter zzz up to you
- 00:10:652 (3,4,1) - Same thing here from insane - even the hard difficulty is more difficult here. Compared to the rest of the difficulty's strain, I think you can easily justify putting some jumps like at 00:55:946 (1,2,3,4,5) - here for the 1/2 drum spam.
- 00:29:917 (1) - Really not a fan of how this section is mapped. What I think I'm understanding here is that this section is not very densely mapped to give the section starting at 00:39:329 (1) - some more emphasis by making the intensity stronger. However, what you have now feels like it ignores a lot of the vocals and only loosely plays to the drums, leaving a fairly bland experience of 1/1 jumps back and forth around the screen. I think this type of mapping is a lot more suited to the section 00:48:887 (1) - where the instrumental intensity strongly outweighs the vocals until later which you represent really nicely. Perhaps alternatively, could you use smaller spacing that incorporates the vocals more while keeping fairly low level gameplay intact? It'd offer for a lot more varied gameplay while (imo) making it more interesting at the same time.
- 00:39:329 (1,2) - Could put a slider here instead perhaps, like you do at 00:44:034 (1) - it matches the guitar nicely
- 00:47:711 (1,2) - Space this more?
- 00:57:123 (1,2,3) - Same opinion here as what I've said about the other diffs that map this - the piano feels kinda silly to make clickable so much here since it's pretty weak on its own. I think the all or nothing approach here would be more appropriate - the vocals are strongest, so either map them all out, or none of them. Either way they'll feel more properly emphasized because what we have here is only half of them represented to a very minute sound that isn't very present at this moment in the song.
- 01:27:417 (1,2) - So again from the general tab, please reconsider this rhythm/SV choice as it is the fastest part of your map in terms of SV and it's literally the last slider played. I think matching your chorus would be more fitting, or just making it be a circle on the red tick like the other diffs do.
- Love the ending section jumps, nice diff!
Plus Ultra
- So my big issue with this difficulty is that, across the entirety of it, everything is identically mapped. There's little contrast between sections in any way in terms of flow/aesthetics, with every section really having triangle jumps and little changes in patterning. At the bare minimum I'd suggest you make the slower parts have some distinctive differences in design - maybe flow changes or pattern changes, etc. instead of triangles and circular flow constantly.
- Little disclaimer, quite a bit of what I don't like about this difficulty might be more subjective since it's based on aesthetics/structure. However, I'm basing this off of your other difficulties and seeing what you've done in them, with beliefs that you can make it look well made just like those.
- Overlaps in your difficulty all have various spacing and just don't look too good. You have some very slightly staggered like at 01:00:946 (2,5) - or 00:25:064 (3,3) - but then some with larger spacing like at 00:22:711 (3,3) - or 01:17:417 (2,4) - . Consistently doing these instead would look a lot nicer.
- Emphasis could be improved in lots of places, in terms of how you handle downbeats especially. Notes like 00:20:505 (1) - or 00:22:861 - with stronger sounds and a cymbal sound can have some more spacing like http://puu.sh/yaplP/92884ce2e9.jpg to match the song, though for the most part you make them feel pretty weak in gameplay giving the triangular jumps more strength. Some like 00:27:564 (1) - are justified when the song gets calmer but when the song is more intense like in the previous notes mentioned - definitely think you could improve those. Ending handles this better i.e. 01:16:976 (1) -
- 00:10:652 (2,3,4,5) - Good rhythm density but some larger jumps would be cool I'd like to think that jumps like at 01:04:770 (4,5,6) - would be completely appropriate here, since the whole section is building up to these few jumps and giving them some more strength would be awesome.
- 00:26:534 (1,2,3,4) - So the drum pattern changes here to be on consecutive white ticks as opposed to alternating ones, but the jump pattern remains the same as at 00:25:946 (1,2,3,4) - . Giving some visual/flow change could help to contrast that some, maybe some 1-2 patterns for these 4 notes then making 00:27:123 (1,2,3) - a triangle like you had before could be neat some way to show that the drums change would be nicer, regardless.
- 00:44:034 (1) - Space this some more? You give the cymbal crash finishes some more spacing a lot, like at 00:39:328 (1) -
- 00:54:770 (1,2,1,2,1,2,1,2,3,1) - So this is one of the aesthetic bits, stacking all the 1's with semi-randomly placed 2's for 1-2 patterns feels pretty lazy zzz. Doing some circular flow triangular patterns like in the rest of the diff will give the back and forth patterns at 00:55:946 (1,2,1,2,1,2) - some more emphasis whilst making this buildup more interesting.
- 00:57:123 (1,2,3) - One example of where flow could be changed for song emphasis, instead of circular maybe try something linear or more sharp with small spacing to lead into the chorus
- Ending for the most part could be cleaned up a lot - lots of small overlaps like 01:15:652 (3,4) -
- 01:19:770 (1) - So with this section, I personally feel that this one and 01:22:123 (1) - aren't too drastically different but the spacing between jumps feels doubled almost. Note the diffspike: http://puu.sh/yapA8/ab24083894.png. I think the last two jump sections should be a little more closer in difficulty with the last one slightly harder, but given how hard the second half is it feels like 01:19:770 (1) - could be more difficult for sure. With that, why not make the patterning more similar between both of these? They're reasonably similar by the music's intensity, making them play similar would also be nice
- Expanding on the section at 01:22:123 (1) - This is a big diffspike across the map with how big the jumps get and doesn't really fit regardless, so nerfing this might be a better option too. This spikes the difficulty 0.2*, btw.
- 01:23:152 (2) - kinda ruins your square patterning
- 01:24:034 (1) - The spacing in this last bit is all over the place. Big 1/2 01:24:034 (1,2) - to overlapped 1/2 01:25:211 (1,2) - to large 1/4 01:24:476 (2,3) - to small 1/401:26:828 (2,3) - . No consistency here for a rhythm that repeats four times with almost no changes. Making the spacing more consistent here would be nicer imo.
- 01:27:417 (1,2) - To go into more detail on this from the general, the SV is overdone compared to the rest of your map having the highest speed for the last half second. It's cool, but it doesn't fit given that you don't do this anywhere else in the map and not close to this speed. Left incorporates it by mapping other patterns like that earlier in the map so it's not as unexpected, but in your difficulty it definitely is - please reconsider!
Looks like that's all I got, it's a nice set but I want to get some things cleaned up first that might take some further discussion and work beyond one response, so I'm popping to make that a little more easier. Feel free to PM me if anything's unclear, I'm writing this late at night and want to sleep qq. Call me back once responses are done and we'll work back towards a rebub!!