11t wrote:
Hello! Modding from the QAT M4M corner.
[Insane]00:14:126 (7,1,2,3,4,5,6,7) - Actually this is really nice. lol, thanks.
00:30:976 (4,5,6) - Watch the flow here, it feels pinched and unnatural. The curvature of (6) doesn't provide a proper landing from (5).
You could make this flow more smoothly in many ways, such as moving (5) to be directly above the end of (4) and the start of (6), straightening out (6)'s curvature, rotating (6) slightly, relocating (6), etc. That's true, fixed.
00:37:414 (5,1) - The increased spacing here looks somewhat out-of-place and doesn't seem to represent anything in the music. I think you should space these the same as the rest of this section. Sure, reduced spacing.
00:37:962 (2,3,4,5,6,1) - This would look neater if you were to use Ctrl+Shift+D for these triangles. Adjusted.
00:42:209 (6,1) - The spacing here makes this timing difficult to read since it's similar to the distances you use for full beat timings. I'd recommend spacing these two more closely together. The distance you used at 00:40:017 (6,1) was much easier to read. Yea, true.
00:44:126 (5,1) - This one isn't a problem because you've got a repeat slider which gives the player time to prepare, and the motion is straight down the central vertical axis, a popular location for dramatic jumps.
00:55:907 (5,6,1) - I'd avoid this, if possible. The approach circles for (5) and (1) make this look like too much like another full beat pause. Yea, also found a good way to fix that.
01:04:674 (4,1) - Deceiving spacing. The distance makes these look like they're a full beat apart, and given the length of the slider and the building up in the music here the expectation is that the slider starts on the downbeat. I'm not sure what you could do to fix this though, because the jump adds some nice emphasis and decreasing the spacing would eliminate this emphasis. I kinda like the spacing explosion here plus I don't find it confusing considering the KIAI's start.
01:17:825 (8,1) - Spacing like this, though, seems unnecessary to me. There's a cymbal crash in the music but it's really not significant enough to warrant a disruption in flow like this. Even something like this, I think, would make more sense:
The jump to (8) matches the rise in vocal pitch in the melody and the downwards anti-jump towards (1) coincides with the vocal's return to a lower pitch. But overall, I don't think having a jump here is necessary at all. Reduced distance.
01:22:893 (3,4) - Another spacing issue, as above. Dramatic increases in spacing in a pattern with linear or single-curved flow usually seem like unnecessary difficulty increasers to me. Not at all, jumped because of the strong guitar.
[Normal]Approach Rate: increase to 6. You use 1/2 beat spacings frequently here, and this is a 219 BPM map. Slider velocity waaaaay outspeeds the approach circles at AR4. In my opinion, this map should have at least AR6. In fact, I'd even recommend AR7, because the sliders just seem to move too quickly in comparison to any approach rate 6 and under. I find it way more comfortable with AR 5, 6 is just too much to me and it is perfectly readable with 5.
Overall Difficulty: increase. I'm not an expert on OD settings, but AR6/7 (if you changed the above) with OD3 seems like a bad idea. Yea, I didn't change AR at all plus that should actually not be connected with the BPM.
Drain Rate: increase. 3 is too easy for this kind of map. I think you should use at least 4, and if that seems too lenient with mistakes in test mode, try 5. Same as above.
00:37:003 - I think you should map a hitcircle here to make this gap less... gappy. And to make the transition to 00:37:277 (3,4) feel more natural, since (3) lands also on a white tick. Rather not, there is neither drum or vocal that I follow.
01:18:099 (1) - First midpoint to 104,240 to fix the blanket on (5). kay.
01:20:291 (1) - And then since I'm assuming this is cloned from the previous slider, don't forget to replace this if you changed the above. yea.
01:20:017 (4) - 317,118 for y-axis symmetry with (2). lol, not noticeable for me at all but fixed anyways.
[Easy]Approach Rate: increase to 4. Same issue here as with Normal; this map is too fast for AR3. Same as on Normal
01:08:236 (3) - Midpoint to 320,246; endpoint to 212,228 to fix this blanket on (2). kay.
[Closing]Overall, this is a solid mapset. There are some spacing issues, some jumps that feel too extreme and some jumps that feel unnecessary, but aside from that your maps flow well and there is very little issue with rhythm in your difficulties.
Good work, and good luck!
Thanks a lot, the mod was really helpful on Insane.
Waiting for Irreversible and Gu.