Renominated!
I hope most of the distances are more clear to read. Some of them have been reduced in the past because they seemed to be too much and now increased again because they don't meet nowadays' standards *sigh*ZiRoX wrote:
[Salad][Platter]
- 00:58:361 (1,2) - This distance is really tight as a walk. I'd decrease it a bit to make it more easily walkable. (It's still rather easy to walk. I wanted to boost a bit the distances in the kiai so this should be okay)
- 01:02:861 (3,1) - These two could have more distance as the sound on (1) is strong. You can just make (1) less curved and start the sliderhead more to the right. Similar stuff on 01:12:461 (3,1) -. (Additionally clustered the previous notes a bit more to create a real dash)
- 01:07:961 (1,2) - Really tight as a walk! This one needs its distance reduced to make it more easily catchable, especially since it comes after a dash. (Reduced the distance with the previous note instead of the slider. I want to keep the momentum of the bridge to the 2nd half of the kiai)
- 00:45:761 (2,3,1,2,3) - I'd increase the distances that you want to make a dash and reduce those that you want the player to walk. They are all the same and are a bit tight to catch. (It's time to overrule the guideline in this case. I'd like to keep those distances as they are, not only because they're a little challenge for this difficulty, but also because all beats have the same intensity. I wouldn't know what to dash and what not to dash)
- 00:54:761 (1,2,3,4,5,6) - It's really hard to tell what's walkable here and what requires a dash, even more considering the 1/2 gap in the middle. I'd do something like this, mimicking what you'd get if you used repeat sliders: (Did something different: increased the distance of the middle 1/2 dash and decreased a bit the 3/4s instead since that 1/2 jump carries a more important beat than the other ones, covered already by some antiflow)
Others should be fixed. Let's do it again!ZiRoX wrote:
Recheck!
[Salad]Call me back~
- 00:45:161 (1,2) - I'd reduce this distance a bit more. The movement back is already tight to walk, especially if players overshoot the dash. (The distance used is below the default one. I doubt players would overshoot the previous jump, though if they do they can dash a bit to catch this one)