00:09:770 (2) - completely a good mod here: if you want to make it linear with 00:08:908 (4,1) - put it on 83,32
though that sounds quite legit but the density feels a little bit high.
00:19:942 - i think u can put a 1/6 reverse slider like this one 00:14:426 (4) - cus atm i see no reason for the rhythm to be less dense than the previous section
nice catch, but I tend not to add them.
sounds on 00:17:528 (1,2,3) - get much stronger than the previous section, so the other things are mapped with less density and less movements
00:24:770 (5) - Maybe have this reverse slider in a way so that it blankets the previous slider?
movements feels clumsy if the slider bends too much. it might look better but doesnt feel right for me.
00:33:994 (4,1) - If you remove all of the objects at 00:33:735 (1,2,3,4,1,2) and carefully listen to the song at this part (it's easier to hear at 50%), you'll notice that the first three circles land on the synth's plucks, whereas the slider at 00:34:080 (1) doesn't start on a pluck, but rather on a smooth transition in pitch. The pluck hits at 00:33:908 and smoothly slides down in pitch at 00:33:994 and at 00:34:080. As it is currently mapped, the slider at 00:34:080 (1) starts in the middle of that downshift in pitch, and a pluck at 00:34:166 isn't mapped at all.
After trying a bunch of different variations on the pattern here, it seems like if you directly follow the synth noises here, it doesn't play/sound right at all, even though it is technically correct oof. I'm not sure what the solution is, or if there is any solution that feels right, so I'm mostly just pointing this out for the sake of being thorough, and in case anyone else can find a way to accurately follow the synth line here.
00:39:425 (6) - i think it would be nice if u delete this circle to differentiate rhythm from 00:37:873 (5,6) - since there was a sound here 00:38:045 (6) - and not at 00:39:425 -
it's more ambiguous because I added that circle to fulfill the 1/2s intentionally. the part after that is getting dense (00:40:977 (1,2,3) - ), so I personally think the fulfillment can actually help predicting the density increment
I'd like to get more information on this so I'll just mark this unresolved
00:46:494 (1,2,3,4) - just a suggestion, but you can make these into circles to fit the song's heavy beats better
I feel the explanation is unclear. those lands on the right beats to me.
Are you referring to the spacings/placements/etc.?
00:48:994 (1) - Since the riser sound that the spinner here is following cuts off dramatically at 00:50:287, the hit sound at the end of the spinner is really noticeable, and feels out of place. I would recommend muting the end of the spinner.
Actually, no. They lands on something clear and audible, so they definitely need to be noticed.
這個我真的覺得沒差,因為音效混合很多元素,除了強調之外還有就是增加聽覺上的豐富度。有些真的就是二選一,這部分就是自由選擇,沒什麼差別。
Nothing changed.
00:59:761 (1,2,3,4,5) - skipping this white tick sound weird, i think u should make it a different pattern tho
Uhh I'm sure you might just copied the wrong time stamp because I can't see anything related to what you've said there
marked as unsolved for now
I'm quite sure that I should follow those cymbals in the first place. They are the actual impacts here, not the drum.
01:02:183 (1,2) - 01:07:701 (1,2) - 01:15:459 (1,2) - 01:15:977 (1,2) - I'd say ~4.00x DS is a bit excessive for those jumpstreams. I can see that those are supposed to be symmetrical and shit, but something around 3.00x - 3.40x would just straight up play less forced imo.
I want to keep the jumps, but you're right. I still nerfed some to make them under 4.00x, though not as low as you suggested, but that should help.
01:02:873 (2) - It looks better this way according to the rhythm section: https://osu.ppy.sh/ss/11588453
As the first long slider in this part, I want to make it a little bit simpler. it's still weird if that's just a normal curve, so I made some changes - but still "simpler."
Spacings after that jump is intentionally reduced. it's normal to feel they are hard to hit, but in a different perspective they do a great job on emphasizing.
though I haven't received any comments about that from players yet.
01:05:977 (3,4) - I feel like you could map the high pitched sound between those circles with a simple slider, like you did here 01:10:977 (2)
if I do the same thing right on that place it will make (4) super weak against all the patterns around. Can't even fill the 1/2 gap between them either.
01:06:494 (1) - This is actually can go with sampleset drum, considering 01:06:494 (1,2,3) - is actually a gradual volume increase kick
01:09:252 (3,4) - Arrange this sliders in a way so that they create symmetry with the upcoming circle
01:11:839 (1,2,3,4,5) - this is a pretty hard pattern to read could switch the places of 2 and 3 for an easy fix while keeping the structure
erm even if you misread, the chance of getting lost is quite slim...
also switching 2 and 3 doesn't help at all unless you have a new nc
and that doesn't worth at all.
about the second one, you can surely hit them after the first one. totally predictable.
不會,大致上這個pattern可以分成以下幾點:
1.) 穩定的點擊頻率。除了降低出錯率,也不用考慮太多跟snap有關的問題。
2.) 滑條容錯率。與一般1/4滑條相同,滑條容錯可以保證在正常遊玩下不會無故出現滑條斷。範圍則要參見01:12:126 - https://puu.sh/C3CtU/df93dbc1b4.jpg
3.) 夠低的穩定間距。雖然間距可大可小,但低間距可以發揮類似低難度裡的DS作用,有助於辨認打擊時機(同第一點)。
Nothing changed.
First one is a back-and-forth pattern. it's normal to have them overlapped, but NC is placed to prevent some weird misreading stuff happening in gameplay.
The second one is obviously a normal 1/4 transition between sliders. It can also works on circle, too.
01:18:132 (4) - add kick hitsound? would make the stream more full instead of having hitsounds only on 1,2,3 and then nothing on 4
01:23:735 (4) - feels really weak to me, could do something like this: https://puu.sh/BntvG/f8fd24f483.png
seems good, but I want them to be stacked. They provide a stop movement and that's what I want here.
01:27:183 (5) - i think this can be changed to 1/4 slider-circle since this is the only time where the kick isnt clickable throughout the section, thus clicks rather weirdly
I actually did the same thing here 01:43:563 (4,5,6,7) -
1/4 repeats are used when the background piano goes relatively soft/weak.
(also imo snare drums are much more important than kick drums here)
01:32:011 (1,2) - Any reason to stack these? Because from the previous part you separate these.
double drums are all stacked or mapped as a slider. The last one is an exception because that circle (1) is in a triple and stacking them won't become better
01:39:597 (7,1,2,3) - I think you can arrange these sliders into a pattern, just like how you did it at 38:000
01:39:770 (1,2,3) - these are arranged as a pattern itself. 01:39:597 (7) - this slider shouldn't be in this pattern since it doesn't belong to this group/samples.
01:39:770 (1) - For both of the sliders at 01:39:942 (2,3), the cursor changes direction after the slider end, but for 01:39:770 (1), the cursor changes direction mid-slider, which feels a little off. The flow here feels a little better if you ctrl+g the slider at 01:39:770 (1) as it moves the point where the direction of the cursor's movement changes to between sliders (like the other two are).
The main downside of this is that it breaks up the circular flow that groups the three sliders together, but it potentially makes up for that by grouping them together visually (all three sliders point outwards, linking them together). Additionally, you can fix the issue of the circular flow being broken by curving the sliders at 01:39:942 (2) and 01:40:114 (3) in the opposite direction.
Example: https://osu.ppy.sh/ss/11694728
02:07:873 (1) - It'd be better if you just turn this into a large jump, considering the amount of impact you give to this circle's hs
I intentionally made it like that though, it doesn't need a huge blast because the next part is just a build-up
02:13:390 (1,2) - this feels a bit out of place for me 02:14:770 (1,2) - same with this one, the overlap feels weird
Though the overlaps are actually not necessary, I like the current spacing and movements.
To keep the small spacing and that sharp angle, they have to be overlapped. A tiny little compromise here.
I don't really need them to be emphasized though. on top of that, having the downward movement is my main concern.
Yes. I made the first one much harder. That gives a stronger impact, but not that good for first-time playing.
In some cases this could be questionable, so I'll keep this suggestion as unsolved for now - but I tend to have my original pattern for sure.
02:19:597 (1,2,1,2) - I feel like those are a bit extreme in terms of spacing. The sounds itself arent that ... like, ultra hype, so I think a smaller spacing would support those much better. Same for 02:22:356 (1,2,1,2).
Maybe just about as much as 02:20:977 (1,2), maybe a bit more if combined in a pattern.
The last half of this part is mainly built with streams, so to make the contrast bigger I made those jumps more aggressive. For 02:20:977 (1,2,1,2) - , the spacing/pattern got changed because the wubs' pitches are going up.
I tend to keep them for its own uniqueness. Though its not "ultra hype" as you said, I think it still deserves that by the song's style/genre change.
(about the first pattern, I was thinking of nerfing the spacing earlier so I'll just do it)
you can tell by the bad flow, i can't suggest thing other than doing a different cool visual pattern
I'm pretty sure those jump flows are not a problem.
From the example you gave, which is generally equalizing the spacing, won't do anything good for the emphasizing through spacings.
02:20:287 (1,2,3) - i think since the music emphasizes percussives, this pattern feels very weak to play, due to the big decrease in spacing and mostly wide angles. I think what u can do is ctrl g-ing 02:20:459 (2) - for more impact in movement
that's kinda weird to me actually...i want to keep the low spacing.
about the angles, there's no huge spacing spikes so it should be fine
02:23:908 (5) - moving this down a bit would help the flow a lot as the slider repeat and the previous kicksliders kinda muddy the movement, also it helps the visual spacing as well
uuuuummmmmm you might be correct but I think moving it up is better
so it works with movement dynamics
Nope. Surely it's the start of that stream but with those drums and spacing change it shouldn't be NC'd.
02:31:321 (5) - i think changing this to a circle would be nice to emphasize the kick sounds at 02:31:494 (2,3) -
02:38:908 (1,2,3) - this plays really awkwardly imo, i'd try to make the movement more comfortable like the previous patterns; maybe: https://puu.sh/BntDa/2acff97103.png ?
kinda follows the same idea as 02:38:218 (1,2,3) -
uhhhh i made this through tons if self testplaying though
the main concern is to have a clear tweak on 02:39:425 (3) - to show the difference, not just do the high-speed circular flow all the way down til the end.
Fun fact: No matter when you start the break, HP doesn't drain before the actual break starts. Shifting the start time of break doesn't affect the HP drain for sure.
02:40:977 (2) - So high volume gap sounds inconsistence for this note.It should has more feedback.
03:17:183 (2,3,4,5,6,7,8) - would be nice if u keep using sharp angle jumps here (https://osu.ppy.sh/ss/11693046) as the current jump transition in to 03:18:218 (1) - is really poor
No. A sharp angle like that would enlarge the emphasizing, and that's not what I want to do.
but the transition into 03:18:218 (1) is really really bad, since this silder is faster it might cause players to break
the slider (2)'s position and leniency can keep the player away from choking - if they play it normally.
03:17:528 (4,5,6,7) - 5 has the same emphasized blue as 03:14:770 (4,5,6,7) - so maybe do doubles there too?
03:28:562 (1,2,3,4,5,6,7,8,1) - this increase in spacing feels way too subtle, u can climax it out here 03:28:907 (5,6,7,8,1) - and space it further tbh
03:31:321 (4,5,6,7) - this rythm is very misleading as it skips over the prominent and consistent hat.
as (6) is a filler note and you already follow the hat some of the times, having a similar rythm to 03:34:080 (5,6,7,8) - would be more suited
also helps with the sb hitsound thing
03:38:908 (1,2,3) - blanket doesnt really encourage players to finish the slider so the sound 1 is portraying ends up really weak, moving 2,3 over like this https://puu.sh/BntID/b3a3f5a058.png would give 1 more emphasis
04:10:459 (2,3) - same thing here, 3 is really weak and 2 is barely played so it's also weak
First one: No, I made it to limit the moving area just around that slider, so the moving intensity will start to rise from that point until the slider part ends
Second one: nice point, but can't think of anything good for replacing that. I just want to keep (2) holding, and (3) is actually not that important. I moved that a bit farther anyway, since I only need the instant impact when clicking on (2). will look for another good looking pattern.
03:41:494 (2,3,4,1) - if you wanna emphasize 03:42:011 (1) - more then moving 03:41:839 (1) - closer to the triple like https://puu.sh/BntL8/535cc64468.png or something similar would be nice, since then the contrast in movement is more obvious. right now you move nearly the same for both 03:41:839 (1,1) -
Surprisingly, that design is the first one i've used but apparently I disposed that. Though the contrast can be bigger, the visual is not as pleasing as I want.
But you're right, having some more contrast is good. I tried to make the difference larger on spacings whilst not blocking that single slider.
First one: intentional, the slider head doesn't really need a strong impact because the bass line has to be clear
Second: Maybe you got the wrong timestamp but I added a kick drum on 04:11:839 (5) -
03:52:528 (2,1) - maybe move these away from the sliderart and could overlap more or separate for more contrast for the 1/4s right after
cuz they look the same
They should work like normal 1/4 sliders. nothing causes misreading, unavoidable choke, etc.
would still lower it a bit, this is a halfscreen jump with 55-ish ms hitwindow,
could stack 4 with the head of 04:07:528 (4) -
I can accept if that needs to be lowered, but about 3.6x DS is the minimum value I can accept there. Sill need it to be like a jump.
the spinner head follows that echo.
also, placing the spinner that early is kinda meh - it pops up way too sudden.