thanks a lot BD for the mod! if you think im missing a point of yours, message me because i probably am ^^;;Mismagius wrote:
[SPEKTRE]technical mapping really is out of my comfort zone so i may not be the best person to mod this kind of map, but hey here you go, cool map
- 00:25:123 - There's a green line and a red line here at the same time. This usually isn't an issue, but you're using different hitsound sets and volumes between them. idk if this is unrankable, but I believe it sometimes causes osu! to get confused during gameplay. ooh im gonna make them match, never considered that.
- 02:37:121 - Same here, although it's just a hitsound volume difference got it
- 00:27:782 - There's a clear sound being ignored here. I can think of something like this to represent the sound without breaking too much of your structure. yup, all the triples that are right before the distorted snare i ignored on all occasions because i thought that would water down the impact of said snare during gameplay. if i ever do decide to incorporate these triples, i will definitely refer to your tips when remapping.
- 00:32:145 - Same here, although this time it's easier to just stack a note on top of the 3/4 slider and it should flow well.
- 00:36:577 (1) - ^
- 00:40:941 (1) - asdasd idk how to do it here
- 00:42:577 (1) - this one is more obvious, really recommend even stacking a note on top of this slider to break flow as well
- 01:01:668 (3) - i'd probably shorten this by 1/4 and make the white tick clickable, it's a really strong beat i know its a strong beat but this whole phrase i decided to put the drum beats on the tails for click emphasis on the wubs or whatever those screechy things are
- 01:17:077 (2,3) - doesn't seem like the spacing emphasis is too intuitive here, i'd probably have (2) be around x492 y160 and (3) around x477 y360 so it's clear what's 1/4 and what's 1/2 while emphasizing (3)'s strong sound properly i will consider this, but while mapping this i really abused slider leniency, especially with 1/4s and stuff. (pretend that the kick before is literally just a hitcircle)
- 01:17:623 (4) - ^, imo just move (4) to x32 y132 and it should work mapping with similar idea as before, but i will definitely do this if i decide to not abuse slider leniency as much.
- 01:44:759 (1) - i think this slider could emphasize this sound better, maybe make it all wobbly or just make a 1/3 stream, the mapping style until now was making clear that every sound is emphasized properly so it felt a bit weird to see this slider ignore the 1/3s musically, this slider represents that first "wew" sound and is straightforward, hence the curve. the reason i made it 1/1 and not streamy is because stylistically and gameplay-wise, this is a tiny break coming from the jumps (cause going from 1/4 jumps to 1/3 is a pain in the ass)
- 03:42:166 (2) - IMO this works better as a 1/4 slider because of the sound at the blue tick i cheated the rhythm a bit, but this slider is supposed to represent the screech sound that actually occurs on the blue tick (hence whistle), and i think it is ok like this, but just boarderline ok. actually ive never noticed this til now so i will definitely give it more thought.
- 04:04:121 (1) - this slider should be 1/3 with a repeat, listen to the song in 25% there is definitely repeated 1/3s across all of 04:03:302 (1,2,1,2,1,2,1) - but i wanted to map the snares and drums here, and here, 04:04:121 (1) - would be like the big kick.
- 04:22:121 (1) - ^ even though here I think it'd work better if you did something like 01:57:850 (1,2,3) - will definitely consider but i really dont want to go from 1/2s to 1/3s without a slider buffer, and the previous jumps i really want clicked.
- 05:11:484 (1,2,3,4,1,2,3,4) - this kind of pattern usually causes a lot of notelocking so i'm a bit against it hehehehehehehehehe. i will see if theres anything else i can do, but i sorta like this ;w;w;