Saten wrote:
[Saten]
Well, you're the creator, and it's your diff. Doesn't really need to be called like that, right? I am at a loss here though, maybe should name it something more song related. I think it's fine, it's a collab mapset
I understand, however it seems odd since noone else but you had part in this, and you are the person who submitted it. I was thinking that you could rename it to, for example, [Truth]. Wahrheit means truth in German, and also it's song related and hints what the song is about as well (well obviously haha).
OD8 is a necessity here. OD7 is just way too easy. Don't worry about the final spinner, it's easy enough (240~ spin completes it just fine, which is lower what spunout spins anyway) with OD8. Sure it's enough but when I spun, I had about 15% HP left and if one messes up at the end, you're dead unless you can spin really fast. You'll have to convince me more
The issue is, it's too lenient on accuracy. Even with OD8 this isn't hard to SS at all (I consider myself an average player mostly, I had 3x100 with OD8 the first time I fcd this ). Usually when you have problems with HP, HPdrain should be considered first (because you also need to test with hard rock, there are sections where your hp is below half if you aren't full 300ing the map, but that's not a problem at all though). I understand your reasoning, but I am telling you that I can't let that go because AR9 and OD7 is not acceptable for a map of this difficulty caliber (which doesn't have anything super gimmicky like insanely high physical requirements to be able to hit notes, such as extreme spacing and speed everywhere, or streamstreamstream everywhere; because even on hard rock the spinner is doable for an average person, meaning, people who can actually play this map will have no problems finishing the spinner). I am pretty sure many other BATs will agree with me on this one, so feel free to ask around if you want to check.
02:35:795 (1,2,3,4,5,6,1) - I suggest to lower the spacing in this whole combo a little, and then add a jump between the last note of it and the 1 from the next combo. The reason is, the pitch of the melody jumps there and I think it could be a nice touch to make it a little more interesting. I didn't't really get what you meant, so I just lowered the spacing a bit What I meant here is that the strings in the music (the main melody) changes pitch drastically between 6 and 1. That's usually a nice spot to create a jump if wanted, however I am fine with your way of doing it, I just suggested something that I think it could work better.
Also, the final kiai doesn't have normal hitsound set used for streams that follow the drums. Missed or intentional?
Well some of your combos don't really follow the logic you explained to me (for example: 03:01:795 (3,1) vs 03:03:461 (1,2), 02:47:461 (5,1) vs 02:50:461 (1,2) - where I agree with the first one in this pairing, because that's where the melody kicks in, 02:32:128 (1) - not main beat, etc, there are more but I don't want to nitpick nor force you to change them), but overall I don't think they are that wrong in general. Maybe the other BAT looking at this might tell you the same but we'll see.
Anyways, here's one more thing I want you to consider:
http://puu.sh/13w9t <- I suggest that you try this custom hitclap instead. I feel like it's closer to what's in the music than yours, and I just like it more.
See if you like it as well.
That's all, check these final things I posted and we'll see about getting some bubbles here!
edit: missed a line