My only problem is that the notes tend to skip a lot up and down the loading track. This wouldn't be a problem if the beats were skipped on occasions where a traditional jump would be acceptable, but in most cases, it isn't.
Otherwise, the map has a problem leading players to the opposite track for the next wave. Having to follow that bar is downright confusing at first, and if you led them downward with the combo that ends the top bar, and vice-versa, it would mean a lot to the overall quality of play
Lastly, It would do you HEAPS of good to SB in a beat divider, What I mean by a beat divider is 4 solid and 4 dotted lines running down the screen that land on where the beat lands, so players can see what beat or half-beat (or in between) that the note lands on
Just like this:
| : | : | : | :
that run up and down the page (I hope you get what I mean by this, I can't show you any other way cause I suck at SB)
That would make the timing system easily a great heap more effective and probably more passable for BAT's
Just my three cents. Star and not 100% about KDst yet. Probably will anyway
Otherwise, the map has a problem leading players to the opposite track for the next wave. Having to follow that bar is downright confusing at first, and if you led them downward with the combo that ends the top bar, and vice-versa, it would mean a lot to the overall quality of play
Lastly, It would do you HEAPS of good to SB in a beat divider, What I mean by a beat divider is 4 solid and 4 dotted lines running down the screen that land on where the beat lands, so players can see what beat or half-beat (or in between) that the note lands on
Just like this:
| : | : | : | :
that run up and down the page (I hope you get what I mean by this, I can't show you any other way cause I suck at SB)
That would make the timing system easily a great heap more effective and probably more passable for BAT's
Just my three cents. Star and not 100% about KDst yet. Probably will anyway