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Desperate-kun wrote:
General
- 01:33:014 - It's not a must-fix, but I would definitely end the kiai here already. What follows seems like a less emphasized transition from the kiai-part to the following one, that doesn't have the beat fromt the kiai. gonna have to decline because musically, it doesn't make much sense. the sort of "sections" are divided into 8 bars (marked by bookmarks here), so if i were to cut this one short and make it 6 bars, it would be leaving 2 bars off of the end of the phrase. they would then be grouped with the next 8 bar phrase, which is yaknow not good.
- 01:35:322 - Umm, I might not get it, but what purpose has this uninherited timing section? The BPM / Offset doesn't change, neither does the metre. for whatever reason, there's a 1/1 bar stuck right in the middle of the song, so the downbeat was off by a white tick after that point without the new timing tick. i've decided to add a new section that just changes the metre to 1/1 for that bar then switches back to 4/4 since it's actually right and it may clear up confusion (or cause more -.-)
- When I look at this (awesome) storyboard, the most obvious idea comes in my mind: You could have used different combo colours in different sections of the map, for example two or three tones of blue until 00:52:399 and from there on more brown / red combo colours. If you are bored and don't know what to do then try this out, it will look amazing i always edit with combo colors off so i never even thought about that. will do
Normal
- I'm a bit worried about your density in some sections of this diff. In the calm sections at the beginning, you mapped to white ticks only, which is very good. Then, starting here 00:52:399 you were mapping to red ticks a lot more. 01:07:168 - Here you went back to white-tick mapping, because it's a rather basic transition-section leading to the chorus. What bothers me is the chorus itself: You've only mapped to white ticks in that section, although it is definitely the most emphasized and aggressive section in the song. To me, it feels like you wanted to keep the white-tick mapping throughout the whole song but just didn't know how to do it in this section 00:52:399, because some red-tick beats were too strong to ignore them. Now there are two methods that could fix this problem:
I hope you decided for solution #2. Now, how to do this: Following the drums wouldn't make much sense, since there is an emphasized drum beat at every red tick. But, you could notice that the main instrument has an emphasized beat always at the red tick before the big white line, for example here 01:23:553 + 01:25:399 + 01:27:245. If you would add circles at these spots, it would sound super-nice! You don't have to do it on every of these beats, but every second one or something like that would also work. went with option 2. the reason why i put everything on whtie ticks here was that the main melody is on blue ticks most of the time, which are pretty much forbidden in a normal
- First one would be to reduce the density of notes in this part 00:52:399, to make the whole diff rely on white-tick mapping very much. The advantage would be that it would make this diff easier, which wouldn't hurt since it's the easiest diff of the mapset. The disadvantages would be that this section would have rather weird rhythm then and it's just not cool
- Or the second solution: Add notes in the kiai to make the density higher and just make the map more balanced. Disadvantage is obviously that the diff would get pretty hard, especially for an easiest diff of the mapset. But since this is 130 BPM, some more red-tick mapping in the kiai shouldn't be too difficult to handle for the newbies. Advantage would be that it would make the diff much more interesting and balanced.
- 00:32:091 (2,3) - I really like how you used curved sliders and smooth flow in the calm sections, and red-anchor-sliders with drop-offs in the aggressive parts. This transition here breaks your smooth flow a bit though, so you might want to change it. For example: http://puu.sh/a9uhT/27e5b113f4.jpg rip blanket
- 00:58:860 (7) - Minor, but if you rotate this slider a bit to the left, the transition to the following objects will improve imo. http://puu.sh/a9uHF/080b26a844.jpg looks good.
- 01:02:553 (6) - This rhythm could be improved. 01:03:014 seems to be a rather emphasized guitar beat, while there isn't really anything important at 01:03:245, so a 1/1-slider would do the job. http://puu.sh/a9tPy/90f1175dc7.jpg gonna have to deny here. in most instances it maeks sense to have an object on that kind of a beat, but here, having a slider end would just make it emphasized less since the player still isn't clicking on the beat. the sharp turn makes it so that the player has to do something on the emphasized part though, which i think is more suitable. having two 1/2 sliders also just makes for object congestion, which isn't great
- 01:48:245 (3) - The end really sounds different from the section before, so this could use a NC. true
Hard
- 00:13:630 (4,5) - Minor, but currently these look like they are supposed to be copy-pasted and flipped versions of each other, which they aren't. It makes them look a bit untidy. should be better now
- 00:36:707 (6) - Uhh, in my opinion this slidershape doesn't represent the scream very well (and looks a bit sloppy made in general). I know those multiple-white-anchorpoint sliders are getting common again, but something like this http://puu.sh/a9v4z/299df4c058.jpg would look better and fit the song more. same slider i had in insane actually. i don't know why i made them different like that
- 00:50:553 (1) - Hmm, I don't think this rhythm fits here. Since you follow the vocals, and they clearly end at 00:51:014, the slider should go on until this point. http://puu.sh/a9vXW/923dae2277.jpg this will probably make the transition between slow/fast sections easier too
- 01:01:630 (1,2,3) - Minor, but the placement of these looks a bit random. The 1/4-sliders clearly belong together, so it would be nice if you created a sort of pattern with them, for example http://puu.sh/a9w5Q/173fc55b6b.jpg - It would also improve the movement here a bit. didn't even notice how stupid those angles were
- 01:06:707 (4) - In the Hard diff I wouldn't simplify the rhythm like this. A 3/4-slider, silenced like in the Insane, sounds much better here. You also did that at 01:34:860, so changing it here would make it more consistent. http://puu.sh/a9tYi/ddc3c0dc7e.jpg yeah. i added that 3/4 slider there somewhat recently, so i wasn't thinking about consistency with that earlier part
- 01:10:860 (1,2,3) - Those sound a bit too empty compared to the measures before (01:07:168 (1,2,3,4,5) + 01:09:014 (1,2,3,4,5) + the rest of the section) although it is basically the same rhythm, so I'd recommend you to map on all 1/2 beats here for consistency. yus
- 01:21:014 (3) - This slider looks a bit random, especially for what it represents in the music. The sound effect would be better represented if most of this slidershape would be a curve, like this http://puu.sh/a9vq9/81e2634588.jpg changed and rotated slightly. the straight-upness doesn't look very good imo
- 01:45:014 (3,4) - Is the lower spacing intentional? It looks rather random if you ask me. don't know how that got there. i used the create polygon thing for those o.o
- 01:48:245 (1,2,3,4,5,6,7,8) - Simplifying constant 1/4-beats, where every beat sounds the same, to triplets seems weird and unlogical. Either do it all with 1/4-repeatsliders or decide for something like this http://puu.sh/a9vHS/0d911dde27.jpg to emphasize the end more or something similiar that covers all beats. did the second one.
Insane
- I'd definitely go with HP8. It would make playing this diff twice as awesome as before. First of all, you also chose pretty high HP-drain settings for the Normal & Hard diff. Secondly, and more important, this is a very aggressive song, so HP8 feels much more appropriate. You might worry about the calm section until the middle of the map, but there is nothing to worry about. You won't fail even when you miss two objects in a row, and you would expect players of this difficulty level not to miss more objects in such a calm section. It just has an awesome effect seeing the HP-bar going down so far and then jumping back up, especially in the calm section. did
- Second and probably more personal setting would be AR9. I know that I'm the only one who said this yet, but I want you to view this from a different point of view: In this section 01:21:937 the density of notes is very high. Also, the slider velocity is really high (2 x 1,4 = 2,8), which makes the sliders feel way to fast for AR8,5. Imagine how you would map a 260BPM song; It would probably be like this section. It would have a similiar slider velocity, it would have similiar spacing and similiar rhythm. You might worry now about the calm section again, but in my opinion higher AR doesn't make a calm section less playable ; Instead, it adds much to the atmosphere this section provides. When hearing it, you are getting prepared for the fast part of the song, you sort of really expect it to happen. To summarise it: When I first played this map, I did tons of sliderbreaks in the kiai-section because I didn't expect them to be so fast. When I tested it with AR9, it played all fine. changed to 8.8. the beginning section seems a little too fast at 9 (and i know 8.8 isn't much different but i like it more :3)
- 00:13:630 (3,4) - It would be nice to have 1,7x spacing between these as well, it would give this pattern 00:13:629 (3,4,5,6,1) more structure. yes. yes it would
- 00:19:168 (1) - If seems strange that you ignored this beat 00:19:629, because that's where the guitar starts to play the constant 1/2-beats. This rhythm would sound better: http://puu.sh/a9wwg/d0bf69fbf2.jpg i must have terrible hearing. the beat is no longer ignored, but i didn't do anything like your screenshot
- 00:21:015 (6) - A combo of 10 seems a bit much for a calm section like this. Adding an NC here would be a good solution, especially since your pattern changes here as well (since the head of 00:21:015 (6) breaks the perfect curve 00:20:092 (2,3,4,5)) did these here and the other spot it happens
- 00:35:783 (5) - I'd add a NC for the same reason as 00:21:015
- 01:01:629 (1,2,3,4,5,6) - It might be personal preference, but having these doubles with a relatively high 1/4-spacing in connection with jumps in between them plays a bit less smoothly than your other patterns, if you understand what I mean. To make your diff more accessible for the generic players, you might change these to 1/4-sliders. http://puu.sh/a9wTd/c420e6ff6c.jpg would get confusing with the previous rhythm using 1/4 sliders. i've got it so that all 1/4 sliders are 1/4 distance from the next note, so using doubles here works best. distance spacing between the two patterns was the same so i was hoping it would be easy enough to read
- 01:03:015 (7) - SV-changes are likely to be misread when they are not NCd, atleast it's common to NC those. Therefore you should probably NC this object.
- 01:06:707 (6) - Same. i thought they were fine, but adding NCs on those doesn't hurt so why not
- 01:07:976 (4) - This would definitely play better if you use Ctrl+G, since it would create a more oval movement which works well together with big spacing like this. Also (!minor!) this slidershape could be a bit less regular, since you always used more special slidershapes for these sliders (for example 01:09:822 (3) + 01:15:361 (4)), and something like this http://puu.sh/a9xiQ/39228fa8dd.jpg would just complement the other sliders better. did something completely different here. ctrl+g-ing makes spacing screwed up because flow is... umm... too smooth? i dunno how i would explain it. makes the next suggestion irrelevant tho
- 01:08:438 (5,6,7) - Nice idea I suppose, but the angle from (5) to (6) feels a bit overdone if you ask me, so something like this would improve the flow: http://puu.sh/a9xpk/d05ea333b5.jpg
- 01:21:014 (3) - The whistle at the end sounds really random and doesn't seem to have a purpose. nobody likes the whistle ;-; it's really there just to be loud and cover up the crappy cut in the song i have there. you could say cut it better, but... there are reasons why that's not possible (there's other cuts in teh song that you probably can't notice, but without the whistle, this one is obvious). anyway i'll get a better hitsound sample to replace it with.
I explained some things in a little wall of text to make it really clear and show all advantages / disadvantages. I hope you don't mind reading through that. of course not :3 If you have any further question about that, ask ingame.
I can't describe how much I love this song and the map tho! Good luck ty for the megamod :3