You could have a try, i'll check the quality then decide to use it or not.
Edit: I fixed the incorrectly snapped note in Skystar diff, leave others for him to decide.
It's in pending because i'm lazy to change it to WIP every time i submit...lolcubes wrote:
Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.
I'm getting offset 76~78 for this. I'll ask more to check, but keep it now because i'm pretty confident with the current one. (both listening and testing..)
[Rin]In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.
- 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better. Listen to the pitch, it goes E-C-E-C, that's why i use such a placement here (i admit, not in all parts, sometimes i have to break it for other reasons, 00:35:764 (2,3) - etc), you could check 00:12:964 (3,4) - too, i use a different way because the sound works different.
- 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad. http://puu.sh/1W65q http://puu.sh/1W675I The tail of the slider is obvious and as i could remember, such kind of overlap is fine. I don't mind a discuss about this, but won't change for now. Edit: if stack to 5, it makes the spacing quite weird.
- 00:31:114 (4) - ctrl+g please, this jump breaks the flow. As explained before.
- 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing. same.
- 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well. I'm pretty sure this change would break the feeling of those 1/3s (they should be in group not only combo colors, but also placements)
- 02:31:189 (2) - Is this note really necessary? not. both way is fine to me
- 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing. I think after the 1st kiai, players should already know this beat, also in the later stream, i want a effect that it flys very close to 2 http://puu.sh/1W6md, put it further may cause some problems.
- 03:02:989 (2) - This one is even more important, needs much bigger spacing. I don't think so. When you're playing a pattern here, you should get how music plays here (it's the 4th time already)
- 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus. http://puu.sh/1W6sw ..ehh..won't? For pros, focusing on such objects shouldn't be that hard (asked about 10 testplays but only 1 or 2 get 100 here.
Edit: I fixed the incorrectly snapped note in Skystar diff, leave others for him to decide.