As per your request.
Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any questions, feel free to ask me in-game.
General
Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any questions, feel free to ask me in-game.
General
- Why is normal-hitwhistle a .ogg file ? Should be .wav.
- 00:52:399 - methinks this is where you should introduce the coloured background, with a kind of abrupt and eye-catching to mark the transition between hitsounds better, and emphasize the change in the song from calm melody to heavy metal kind of thing.
- Offset is 2561. Single red line at 01:35:330 - is enough to fix the downbeat.
- 00:08:091 (1,2,3,4,1,2,3,4) - I'm not sure why these rhythms are different when the song is basically the same. In the second combo, the 2/1 slider should first starting at 00:11:783 - then a repeat slider for 00:13:630 (4) -
- 00:17:322 (3) - I'm not sure what the hitsounds are following in the beginning until this slider. I think it'd be better to have one whistle on every new measure to emphasize the main beat and structure of the song up until that point. It'd also give more impact to the hitsounding you start doing after 00:20:091 (1) - :3
- 00:17:322 (3) - Also, this slider ruins the comboing. The new combo should be on its end, but the repeat makes it impossible. Remove the repeat, at a circle at 00:19:168 - with a new combo, and remove the new combo on 00:20:091 (1) - .
- 00:25:168 (4) - This whistle feels weird. It doesn't follow anything and breaks your pattern. You should remove it to keep the hitsounding consistent.
- 00:30:245 (1) - The blanket here is completely off. Also, don't introduce such massive gaps in the rhythm (3/1 gap, when everything was 1/1 before this), it feels empty. You could follow the song more easily be replacing this by a circle and a 2/1 slider. A repeat slider would be better to avoid missing a whistle hitsound at 00:31:168 -
- 00:33:014 (3) - Another slider that ruins the comboing.
- 00:35:783 (3,4,5) - This could be made into a perfect triangle, it'd look visually better.
- 00:41:783 (2) - This slider causes you to miss a whistle hitsound at 00:42:245 -
- 00:45:014 (1) - This change in hitsounding is absolutely random. There is no change whatsoever in the song and you're introducing the drum hitsounds, which should have been kept for the "faster" part of the song for better emphasis. Remove these samples and keep using soft-whistles, which work great. This obviously goes true for all difficulties.
- 00:51:476 (1) - Remove that new combo for consistency.
- 00:48:245 - There should be a circle here (stacked with 00:45:937 (3) - ), this gap ruins the effect you tried to go for with 00:50:553 (3,4,1) - by introducing a hole in the rhythm before it actually affects the map.
- 00:52:399 (1) - This is where you should have introduced the drums !
- 00:52:514 - I suggest you raise the hitsound volume at this point, it's hard to hear them under the drums of the song.
- 00:54:706 - There needs to be an object at this point. This part of the song is a lot denser than the part before, so the map itself shouldn't have such gaps in the rhythm that weren't even present before.
- 00:58:168 (6) - Turn this into a repeat slider so as not to miss the very heavy drums at this point.
- 01:02:553 (6) - Don't. Silence. Sliderends. In. A. Normal. I would actually suggest to shorten this slider by 1/2 and add a circle at 01:03:245 - to follow the song better, get rid of the weird 3/2 slider, and make this more intuitive to play.
- 01:21:937 - you really need to raise the hitsound volume at this point, it's hard if possible at all to hear the hitsounds.
- 01:48:245 (1) - Remove new combo to keep your comboing consistent.
- 00:08:091 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - This is exactly the same as Normal (and you made the same mistake twice), please do something different for this. Try adding some 1/2 to introduce your higher density after 00:19:630 (1) -
- 00:25:630 (5) - This slider is breaking the comboing. There's no reason why you should go over 00:26:091 - too, it's a beat in the song as strong as the rest.
- 00:33:014 (5) - This slider is breaking the comboing.
- 00:36:707 (6) - I'd advice to make this slider 1/1 and add a circle at 00:37:399 - to follow the song more closely and make this a bit more entertaining to play, especially after the high density part, but that's up to you.
- 00:50:553 (1,1) - Remove new combos to keep your comboing consistent.
- 00:52:399 (1) - Fix your comboing after this. It becomes inconsistent. Keep the one new combo every two measures patterns, like in Normal, it'd be the best. You could halve the comboing too, but beware of HP drain =P
- 01:06:707 (4) - 01:34:860 (1) - Extended sliders are meh. Also DO NOT SILENCE THE END OF A SLIDER IN ANYTHING OTHER THAN INSANE. This is just horribly confusing and plays terrible.
- 01:15:937 (5,6,1) - Make these three a perfect triangle so it's visually more appealing.
- 01:19:399 (2,3,4) - Anti-jumps are a problem in a Hard diff. I'd recommend to either stack or keep using normal spacing, maybe just make a line or something, but this is confusing.
- AR8 is enough. AR 8,8 is plain stupid and doesn't make sense. Who the fuck implemented decimal ARs ? Jeez. Just use 8.
- HP8 is overkill. The map isn't very dense and the BPM is low, you should use lower HP drain.
- 00:19:637 (2,3) - This kind of spacing is really weird to read and play, especially in this part that's really calm, no one expects this kind of spacing shenanigan. Try to keep the spacing consistent, at least until the drums kick in. Especially that kind of thing: 00:27:484 (4,5,6) - it doesn't make sense and it's a pain to play.
- 00:32:100 (6) - hugging hp bar aaaa
- 00:53:100 (4,5,6,7) - This is confusing. (6,7) appears too close to the rest of the pattern and looks like it's 1/4 apart. You need to move the stack away to make this more readable. Same for 00:56:792 (5,6,7,8) - and (7,8).
- 00:58:868 (5,6,7,1) - That was really hard to read because of all the self-overlapping and stuff. Space this out more to make the 1/2 more apparent. Also don't silence the ends of the slider, it's confusing as all hell.
- 01:00:715 (2,3,4) - This is confusing as well. The spacing is almost the same but the time difference is not, and it's too sudden to be read properly.
- 01:01:753 (2,4) - I think it'd be better to replace these with 1/1 sliders, it will make this play a bit better and bit less empty. The gaps starting on blue ticks feel really weird. You could add jumps at the end of slider (between the end of the slider and the next object) if you see fit.
- 01:03:023 (1) - 01:06:715 (1) - Don't silence the end of sliders. Every beat counts here, and removing some arbitrarily is just making this unneededly confusing.
- 01:03:484 (1,2,3,4,5,6,7) - This plays harshly, which contradicts what you did before with the stream and the slider. Reverse (2,3), maybe, to have a back-and-forth movement that leads naturally into 01:04:061 (4,5,6,7) - .
- 01:06:715 (1,3) - This is not visually appealing, and also really confusing. You have a whole playfield to toy with, try to do something that looks better and plays less confusingly.
- 01:09:369 (2,3) - These two sliders should be the same to keep your pattern consistent.
- 01:12:484 (8,4) - (4) is entirely hidden under (8).
- 01:13:061 (3,4,5,6) - You should turn this into a more snappy movement, maybe back and forth like 01:10:407 (5,6) -
- 01:14:561 (1,2,3) - You never did this before, especially not for this part, and it comes out as extremely confusing. Reduce the spacing between (1) and (2) to make it less confusing.
- 01:19:407 (2,3,4) - Move these downwards so that they make a stack with 01:20:099 (1) - to make the pattern more consistent. Otherwise, the jumps i very sudden and ruins the effect introduced by the anti-jumps.