lolcubes
Thx lolcubes !lolcubes wrote:
In the insane:
00:24:595 (1) - and 00:40:596 (1) - should definitely have a whistle at the start along with that finish, without any kind of a drum here they sort of sound meh if you ask me, cause there is no expected impact. The same actually goes for 01:52:595 (1) - as well. Yeah there should be whistle sound but, there is problem with volume, whistle is too loud with this volume and i cannot reduce it because it will apply to finish as well, so whistle will be always louder then finish, since finish is like main sound here i decided to make accent on it (well we have 99 custom sets now so guess i can just add another whistle sample with lower volume, i just dont think its so important x_x)
00:36:595 (2) - Here you're definitely missing a whistle at the start. yep
00:56:762 (2) - This was weird cause there is a vocal at 00:56:929 - which you kinda missed, I'd rather have it end there. (in contrast, you did the same here 01:10:762 (2) - however this one actually fits nicely and I agree to have it just like you have it because the vocals hold all the way until the next slider, while in the first case they actually land on a tick you ignored) i just followed beat and instrument, didnt want to stick with vocal, because music is louder then vocal here and its easier to follow music
02:40:262 (4) - This should probably be a new combo? The reason is you have it at 00:08:262 (1) - which is essentially the same thing. It's fine not to have it though, so I would even suggest removal from 00:08:262 (1) - instead. ok
03:04:762 (1,1,1) - You should have each of the spinners end on a downbeat instead so they match the piano better. You did this exact thing at 03:04:262 (3) - which sounded awesome. This way you don't need to silence the spinner ends and it would bring more impact. Also not sure if intended but the first spinner has a normal hit at the end. its a long story but i think i will change it
The only other thing I could suggest to bring even bigger contrast into this map is to introduce more combo colors and then just use them differently. For example, for calmer sections you could use some darker or more monochrome colors, while for the choruses and more alive parts you can use really vivid and strong colors (for example yellow, I would absolutely like to see yellow in the choruses). will think about that
Absolutely loved the hitsounds btw, great job there, liked how the map flows too. :3 Thx :3
Have a couple of stars. Don't kudo this post as it's not really a mod, just a few thoughts about the map from a play I did earlier. :p
edit: Oh yeah one more thing I almost forgot, if possible you should consider changing the claps which sound like normal hits and use higher volume instead, because for some people on certain sound cards (like mine), the sound sort of "warps", you can hear them both, but not at the same time so it kinda sounds silly. It's probably nothing critical as people have used this in the past, however if you don't mind putting some work into this, I think it could solve this issue for some people. ehh i didnt know that <_<, it will take a lot of time to change every single clap on normal hit .......maybe change it later, since i dont have any bubble posts yet x_x
edit2: Added 2 more little things I forgot about, I was so sleepy so I forgot. ;_;