wow. this is just amazing. i can't believe something so great can be created from so little. it's just unbelievable how it can be perfectly divided like it is (you know, the polar sections) and still work so flawlessly. aesthetically, it is the most appropriate thing for the song as well, which is something that's often overlooked on mapsets today. i'll be honest, i'm jealous of the amount of skill put into this superb background. oh and the map is ok i guess i havent really looked at it yet
[ge]
[in]
[no]
[ea]
[ge]
- maybe oracle too i guess
:/ does it really cuz 715 is a lot better than 723Kihhou wrote:
Offset: 715 offset sounds fine to me o-o- slider slide and tick hitsounds are muted whqat you doing
- if oracle's surprise party isn't an extra then this should probably be od8. od7.5 is baby
- 00:10:097 (2) - not seeing point of the circle here. would be better to leave your triples circles stuff for the next section thing that starts at 00:11:157 - cuz rhythmic consistency and whatnot. including a triple in only one place for the section is obviously not consistent since there's nothing really justifying the triple (vocal wise or instrumental wise)
- 00:23:875 (4) - 00:29:092 (4) - should have consistency with les claps. so put a clap on both or neither and good
- 00:26:728 (4,1) - was expecting there to be some sort of visual offset for 00:26:802 (1) - like the offset between 00:26:395 (4,1) - . this sort of thing so the quad combos are more empahsized since that's what you're going for
- 00:43:603 (4) -
- 00:43:440 (3) - 00:47:353 (4) - 00:51:258 (5) - you have no whistles on these, while 00:44:744 (3) - 00:46:049 (3) - and some others have whistles and they're the same thing might wanna #consistency
- 00:44:744 - this is the same 1/3 thing as 00:49:962 (3) - and those other ones. it's understandable that you could mishear it though since it sounds like it could almost be 1/4 while using the incorrect offset :/
- 00:49:880 (2) - uh clap no
- 00:49:962 (3) - uh clap yes
- 00:52:896 (1) - would be nice to hear a finish hitsound here. pkk knows what im talking about there's one in his diff gj pk. i know there are finishes like everywhere in this section and you don't want finish spam, but would be good to introduce the section with that finish at least
[in]
- same hitsound stuff as the place
- if oracle is an extra, then ar on this should be lowered by some decimals for reasons
- 00:09:853 (1) - UH you used offbeat sliders (like the ones taht start on red ticks) for the entire section up til here then you decided these two sliders should be onbeat and screw the guitar's offbeat stuff. there's nothing really changing there so changing place where map empahsizez confuze me. if going for variety, circles could possibly be k as long as those red ticks are mapped actively and circles not overdone asdf
- 00:14:581 (4) - tail is missing an finish. it's there in co ex and i know you copied hitsounds from there so dunno what happened
- 00:30:722 (1,2,1) - similar kind of thing to 00:26:728 (4,1) - in co ex. would just look a lot better if 1,2 weren't lining up with 2's sliderbody i guess dunno why even. so like 1 more to the left si good
- 00:36:755 (3) - should have a whistle like tail of 00:33:820 (2) - right right yes
- 00:44:744 - yea same thing as ex. it's a lot more obvious when comparing 00:44:581 (6,7) - since same rhythms lol
[no]
- 00:11:157 (1) - 00:20:940 (3) - using finishes instead of claps here (kihhou's custom ones) would sound so much better ://///////
- 00:23:386 - would probably be good to have an object here to avoid the 1.5 beat awkward af gap here. you did so at 00:27:625 (3) - and it played like soft kitten fur (which is good ofc) so make your map fluffy
- 00:30:722 (1,2) - you're using the hitsounds here yet they're completely separate sounds in the music. could be differentiated better if 2 had a bass-ier hitsound than 1
- 00:31:375 (3,1) - blanket looks exceptionally shit even tho it's such a minor amount of incrorect
- 00:59:418 (1,1) - i know it breaks everything but gap is huge. like distance between objects gap. it's gonna screw people up especially flashlight boosters
- hitsounds starting in the kiai are a mess, mostly with the whistle placements. i legit cant tell what instrument they're supposed to be backing. then there's a lot of times where you've got whistles in places where you placed or excluded other hitsounds. like you've placed a clap on the tail of 01:15:070 (1) - for the same sound that you had a whistle on 01:04:799 (2) - and 01:16:049 (3) - doesn't even have a hitsound yet earlier in the section there was a place where the same sound had a whistle and another place where there was a clap get your shit straight pkkillyourself
- 01:04:636 (1,2,3) - so many people are gonna complain about distance snap on this but dont listen to them you're perfect babe it looks like crap with noraml ds
- 01:10:831 (4) - mayb it's just me, but having a hitsound on the head of this would be appropriate. like drum addition finish
- 01:26:972 (1) - do it kihhou style for consistency and it's jsut superior
[ea]
- i dunno what will apply from hitsound stuff on co ex, but at least take a look at it. i know that the one where clap was on the 1/4 tick probably screwed stuff up but others didnt check glhf
- 00:00:723 (1,2,3,4,1,2) - it's probably bad to complain about the first thing on teh map, but i think the circle combo and slider combo here should be switched. it's way easier to comprehend the song's rhythm through a slider since it leads you through the beat, but starting with circles just relies on person figuring out rhythm by watching approach circles which is less simple. so what i'm proposing is this since easier to comprehend song from sliderthancircle
- 00:16:374 (1) - curve here is poo. making it less curved just is better and you know it
- 00:32:027 (1) - so i noticed this was pretty close to 00:33:657 (3) - and when i looked at ds i saw it was 1.3x away from previous object instead of 1.2x pretty sure this is supposed to be further away from 3 to look better and obey el distance snapo
- 01:15:070 (3,4,1) - might as well perfectriangle these since it's so close to a perfect triangle already
- 01:22:896 (2) - curve on this is also kind of poo. moving 01:22:244 (1,2) - down and straightening 2 more makes for easy poo-cleansing and less constriction between 01:22:896 (2,1) -