professionalbox feeling left out :c
from place where mod askzzzzzzzzz
beware: i don't know what i'm doing
general
- preview point is unsnapped in asphyxia diffs :/
- might be a good idea to coordinate your NCs on 01:27:565 (1) - and 00:43:680 (1) - with secretpipe's diff. right now his is the only one without new combo stuffs on those
- combo color 3 is inconsistent across difficulties
e
- 00:35:794 (1) - touches the default hp bar by one pixel how devastating
- 00:39:908 (2) - on teh tail and 00:41:280 (3) - on the reverse are missing claps. dunno if it's intentional or what since they're missing on all difficulties, but the song doesn't really indicate the claps should go away here at all. so uh if applied, should be done to other diffs as well
- 00:54:994 (1,2,3) - #triangle
- 00:57:737 (1) - whistle on the revesre here feels out of place. both 00:46:765 (1) - and 00:52:251 (1) - are the same rhythmic things without whistles, so whydisonewhy
- 01:38:194 (5,1) - could probably arrange this so 5 isn't touching 1's tail just for aesthetic reasons. also that blanket with 4 eww. 01:32:708 (3,1) - is gud
n
here is my secretpipe mod !- i'm positive this was an accident, but you should be using S:C1 for the entire first section ! default normal sampleset is not fitting at all !
- 00:43:680 (2) - and 01:27:565 (5) - as mentioned in general , it may be a good idea to coordinate your new combos in these positions with asphyxia's difficulties !
- 00:43:972 - unsnapped inherited point here should be removed !
- 01:06:822 (1) - removing this object entirely would probably be a good idea ! firstly , polarity here is pretty confusing because you've got 1 on a red tick while the spinner was on a white tick. secondly , 01:06:994 (2) - is the object that requires more emphasis than 1 , as you show with the reverse slider on 01:08:708 (1) - . it covers the "important" ticks that you emphasize throughout the map !
- 01:11:108 (4) - super-subjective thought here : but changing the angle of the curve here seems to fit with the flow you've got from 01:10:080 (2,3) - a bit more appropriately !
- 01:41:622 (1,2) - these two objects' rhythms feel extremely awkward due to the places they emphasize ! because you've emphasized these ticks in every instance of this in the music, varying in just one place is really uncomfortable ! doing any rhythm that covers the previously mentioned ticks would suffice !
- 01:46:594 (5) - highly subjective again, but using a perfectly vertical slider is not very aesthetically pleasing when the rest of the map uses a completely different style ! slightly changing the tail position matches the rest of the mapset a whole lot better in my opinion !
h
- 00:37:166 (1,3) - probably good to make these parallel with each otehr. there's a noticeable difference which looks kind of messy in this instance. adjusting 1 instead of 3 works better due to the copy paste thing with 00:38:194 (4) - .
- 01:04:937 (1) - not really sure that this NC is necessary. each of the 4 objects at 01:04:594 (1,1,1,2) - have a different drum pitch change thing on them, so just separating them into groupings of 2 would make more sense than have two singular objects then a group of 2. doing this comboing is fine for insane cuz of the way patterns are laid out there, but here not so much
- 01:25:165 (1,2) - may just be me, but the body of 1 is uncomfortably close to the tail of 2. doing something to make that less would be cool
- 01:39:394 - seems kinda weird to ignore this tick since you've mapped it out on every other instance except here. like really every single one, so this one stands out a lot even though there's nothing indicating it should stand out. getting rid of the reverse on 01:38:880 (1) - and including a 1/2 slider after would cover things efficiently.
- 01:48:137 (3) - i can understand having an object on 01:48:480 - in the insane for playability reasons, but here it isn't really necessary. the song's got that 1/4 sound thing only on the first four beats, so using only two reverses and placing the spinner on the downbeat would follow things bettererererer
i
- 00:35:108 (3,4) - based solely on feel, this jump seems kind of overdone. it plays fairly similar to 00:35:451 (5,6) - , so the jump between 5,6 loses any emphasis it could have had. it's probably just me, but moving 3 near the head of 2 plays more appropriately
- 00:52:080 (6,1) - kind of similar to ^ -- there's that flute noise or whatever it is that only appears in the song at this one instance, so having a jump from 6 to 1 would make more sense than having a jump from 5 to 6 in order to represent that. like this or something along those lines
- 01:15:222 (3,4,5,6,1) - nazithing the sliderbody of 1 could follow the curve of 3,4,5,6 a lot cleaner than it currently is. similar to how you've arranged 01:45:394 (5,6,7,8,1) -