Hello o/ I'm here to mod your map back.
I'm modding this map without Kinshara's mod, so, few things may have been already fixed.
Tell me why you didn't apply my suggestions please.
I hope it was helpful.
Good Luck.
I'm modding this map without Kinshara's mod, so, few things may have been already fixed.
Tell me why you didn't apply my suggestions please.
Easy
- 00:04:291 (1,2,3) - this is hard to read, but it follows the song, this polarity issue may be unavoidable if you follow beats. So why don't to extend this slider 00:04:291 (1) - to 00:05:168 - ? You can hear the piano on the red tick here.
- 00:07:098 (1) - same scenario as here ^, also, the red tick is more powerful than the white tick (where the slider ends).
- 00:22:361 (2,3) - the movement could be improved if you move the slider's end at 364|168.
- 00:28:502 (3) - try to extend this slider to 00:29:028 - to avoid the polarity issue, and i think the whistle should be on this red tick, not on the white tick earlier.
- 00:48:852 - I don't really think that skipping this strong note is a good idea, this note is really powerful, so you should add a circle here.
- 00:56:045 (1,2) - this polarity issue can be avoidable, try something which does not require any 3/2 gaps.
- 01:14:291 (2) - i guess you missed a custom hitsound here.
This diff is...... weird, the song too x)
There are a lot of polarity issues, but the majority of them are unavoidable due to the nature of the song, but you still can improve the rhythm and avoiding what you can. It is really not natural to play a Easy diff with a lot of 3/2 gaps, and using 1/2s to avoid them will make your diff harder and it will not be an Easy diff, find a solution ;w;
Normal
- 00:22:713 (2) - try to make a curve with this reversed slider, it could improve a bit the flow
- 00:39:028 (2) - it is more logical if this slider is on the center since these objects 00:37:274 (4,5,1) - are symmetrical.
- 00:49:028 - i assume you follow vocals since the drums/snares are skipped, so you should make this tick played or audible because it follows vocals.
- 01:11:485 (3,4) - You should add some hitsounds here because it will justify why you skipped the strong beats on the downbeats. Plus, it will show you are following something else.
- 01:12:888 (1,2,3) - i still assume you are following vocals, so this slider 01:13:766 (2) - may be out of place, so you should add a circle here 01:14:116 and remove this slider 01:13:766 (2) -
- 01:24:116 - same as i said for 00:49:028 -
This diff looks nice, but they are still things you could improve like blankets to make this diff more polished.
I also find that following vocals is not really a good idea because there are still polarity issues which could be fixed, so also you can avoid them.
But the current rhythm is fine and more or less consistent. And it will even better if you could improve this !
Hard
- 00:06:221 (3,5) - i think, using the same slider here could make this pattern more playable imo, i mean, doing copy/paste and ctrl+H for this slider 00:06:221 (3) - could be fine. Just see here
- 00:20:080 (3,4) - try to make a jump between these objects, it will emphasize this note 00:20:607 and it may will be more natural to play.
- 00:25:695 (3,4) - try to avoid this overlap, it does not look nice here ;w;
- 00:46:221 (1,2,3) - uuuh what is that ? i think you should fix that spacing issue.
- 00:51:484 (3,4,1) - this does not really play well, the spacing change make this pattern difficult to handle and you need enough aim to play this pattern well without any difficulty, so it should be better if you use a consitent DS here.
- 00:54:291 (3,1,2) - That's something i call "peak", don't you think it is a bit extreme for a hard diff ? try to reduce the distance between their end.
* 01:08:677 (1,2,3,4) - this pattern looks really difficult but it plays well and i don't see anything difficult compared to ^ because the movement is not the same, i dont said the shape or the angle, but the "space" it needs. Just see
This diff is well done, jumps are sparingly used, and that's all a hard diff needs, There are still few issues but it's not really important.
Asagi's Insane
- 00:06:045 (2,3,4) - you could improve the transition here, it should be better if this circle 00:06:396 (3) - has an equal distance with 00:06:045 (2,4) -
- 00:08:151 (1) - it looks a bit odd since the finish hitsound is not played, it is the strongest note you can hear.
- 00:20:080 (2,3,4) - why don't to increase the angle between these objects, i find it better to play imo, but well, up to you to change.
- 00:23:765 (1) - you missed a custom hitsound at the beginning.
- 00:43:589 (1,3) - stack properly here, you see it's not really well stacked.
- 00:50:958 (2,3,4) - this is confusing, i thought there was a 1/4 gap between 00:51:221 (3,4) - , because a 1/4 is mainly used to introduce a jump, and i rather think it looks like an antijump here. You have these following solutions :
- 2 circles instead of this slider 00:51:221 (3) -
- increasing the distance between 00:51:221 (3,4) - - 00:55:519 (4) - try to CTRL+G this slider, it will make another movement which also plays well, but it's up to you to change.
- 01:14:291 (1,1) - i don't really think this overlap fits the atmosphere well, and the movement is also difficult because this slider 01:14:291 (1) - is slow and the player may will get a 100, plus, you didnt overlap here 01:12:888 (1,1) -
This diff looks fine, i liked the diff, excepted the kiai which is a bit too "hard" for this part. Jumps were a bit forced and they make this kiai part not really comfortable to play, it looks fine if it is for challenging, but this insane is not a traditionnal insane if it was supposed to be a simple Insane.
Eden
- 00:07:975 (7) - this slider is out of screen, move it a bit upward you can see here :
- 00:15:519 (3,4,5,6) - due to the stack leniency, when playing, these notes are overlapped, you might fix it by increasing the distance a bit.
- 00:25:168 (1,2) - there is no reason to use a 3/4 slider here, because the blue tick does not follow anything, and you also skipped this note here 00:25:344 - which is audible.
- 00:27:975 (1) - same as ^ and more.
- 00:31:835 (5,6,7) - why don't to make this instead ? it may be better to play
- 00:36:923 (4,5,6) - i think it should be better if there is an equal distance between 00:37:273 (5) - and 00:36:923 (4,6) - for a better transition.
- 00:37:449 (6,7,1) - this is a bit trapping, it is a bit difficult to handle this pattern when the distance is not the same, i mean, for this kind of pattern, there should be an equal distance between 00:37:800 (7) - and 00:37:449 (6,1) -
- 01:01:835 (1) - why don't to stack this slider with 01:01:309 (5) - 's end ? it works well, and it will be easier to read.
- 01:19:028 (4,1,2,3,4,5,6,7,8) - seems uncomfortable to play because, the player expects that there is a higher distance between 01:19:028 (4,1) - as you did for your 1/4 sliderjump pattern. Plus, a higher distance between 01:19:028 (4,1) - allows the player to play the stream better.
Cool diff, but as i said for Asagi's insane diff, i didn't like the kiai part, but for a different reason. There are some unnecessary streams which make this part more "challenging" , it fits the atmosphere, a powerful part. But few streams do not follow anything and make this diff rather not natural to play.
Overall, this diff plays well, didn't have problems with flow excepted what i have mentionned above.
I hope it was helpful.
Good Luck.