I suggest you add "Nostalgraph" to tags since junk is also known by that name (you can see it on his soundcloud https://soundcloud.com/junktrance518), for searchability purposes
very confused I think that alias wasn't used for a very long time (same as his "p" alias). I want to leave this out as I don't think it is really that relevant to his more recent work.
I think you should overall be more consistent with the usage of finish hitsounds, since sometimes you use them at the start of a section and sometimes you instead place a kick or something like that, like for example: 01:05:136 - this is a finish, while this one 00:54:469 - which sounds the exact same is a kick. There's also the inclusion of some double finish hitsounds like this ones (this is not true for insane diff, only for extra and top) 01:37:136 - 01:23:802 - 01:58:469 - 03:07:802 - , which are fine, however there doesn't seem to be much logic behind when a double finish is used and when it's not, for example: 03:07:802 - this is a double finish while this 01:26:469 - is not, and they both sound the same.
I will not be going over all of the instances of this happening so please check the finish hitsounds by yourself
HS volume is too low, hitnormals are almost inaudible, you should crank the volume up to at least 40% i'd say
Doing 30% for now. I think that is audible enough especially considering custom samples are already loud enough.
I'm pretty sure custom samples are not dependent of the greenline hs volume, so if they are at 70% volume they will remain that way even if you increase or decrease the general hs volume
yeah but the problem is that when you have three to four hitnormal pressed at the same time (with osu hithsound random delay also...) the kick/snare becomes inaudible, and it just sounds bad to me. I don't know if it is just me, but if more people complain about the hitsound I will consider raising the volume more. For now I think 30% is already sort of excessive for me.
Even if the map's lenght is 4:23, the drain time is 4:11, and when the drain time is between 3:30 and 4:15, the lowest difficulty of the set cannot be harder than a Hard, so a Hard diff must be added for it to fit this criteria
let's see what bn says. If this doesn't get a pass I will just use some dirty fix like extend the intro or outro a bit...
01:25:969 - 02:08:636 - you should add a snare hitsound in these two timestamps like you did with 00:53:969 - 01:15:302 - 03:07:302 - 03:28:636 - , also this is just a suggestion but I personally believe that a kick hitsound would fit better in all of the timestamps mentioned since there are no snares there but kicks instead
"A beatmap's audio file must (...) have an average bit rate no greater than 192kbps." The audio file used for this map greatly exceeds 192kbps, if you look at its properties you'll see that its bit rate is 1411kbps, so you need to reduce it or get a new audio file to fit this criteria
oh I didn't realize that ogg is also bounded by that rule
will get this fix later (when this set is actually entering ranking process)
03:12:386 - add snare hitsound here and delete this other snare hs 03:12:552 - since rn the snare is in the wrong timestamp (this is how it should be 03:17:719 (197719|0,197802|0,197969|0) - )
Don't forget to look at AI mod, he cries about unsnapped object on Insane
Setting OD/HP:
Insane: 7/7 (somehow agree with this since it's a 'hard' Insane)
Extra: Probably 7.5/8 or 8/8 (OD 9 is too harsh, imo, since this diff rely much on speed. HP set to 8 to prevent spamming. Could be lower though)
Top diff: 8/8 is neat
But that's my opinion, you probably need to ask someone else for better adjusment.
What a hard set. This is something. Love it.
All fixed. That 1ms unsnap was so triggering
The extra has harsher OD setup is basically to match the pure rice pattern, and in return it has a more relax HP setting. It is actually very hard to pass as an 6* extra considering its purely rice with tricky pattern so I think the current setup is fine. Raise HP to 7.5 also won't hurt tho, see what simple star says.
Thanks for dropping a mod!
Maybe should add 'comiket' / 'comic market' into tags. I know you have c92 already representing it, but I don't know how anal the staff could go about it when going for ranked. I think it's better to play it safe. (not necessary to add tag imo, but I'm just putting it out there)
Also add 'universe' to tags for easier search. I think most people would type 'universe red' rather than 'univeeerse red' (3 E's) when searching for the map.
I think having comiket would be an overkill, but yeah having universe there is definitely helpful!
Hey Decade thank you very much for your inputs! Not sure if 50% is way to much but yeah I can definitely use custom sample soft-hitnormal files. I am sorry that I rejected most of your mods, but after talking with Kafuuchino we believe that a lot of the stuffs should stay the same way as they were before. There are a lot of inconsistent parts across two difficulties because I have the whole Insane planned in mind, whereas Shuffle is a random collab between me and him, but still we decided that they are in proper forms and there is no need to make everywhere in Shuffle to be strictly harder than anywhere in Insane. The difficulty curve doesn't need to be monotonic and strictly greater everywhere. That is the main reason why we have to reject a lot of your suggestions, but nevertheless they are all good ideas. I really appreciate you spend your time to come and share your inputs!