hey there!
here's the mod you requested
just making suggestions, feel free to disagree!
Easy
looks great overall. I'm just not sure about
the gap between E/N feels so big.. it isn't really bad, but could be better, imo. It's mostly caused by really low SV in Easy I think, the immense increase in Normal just doesn't match with this. Might be just me, but you could work on these two diffs to get a clearer spread .o.
well, I can play the diff, but beside the stuff I said in Hard there isn't anything.
I liked how the diff plays, it has a nice flow! Still, I don't think you need to overmap it, to make it interesting. anyway, up to you if you wanna change anything!
overall the mapset is okay, it could be better balanced. hopefully I was of some help. .o.
So good luck!
here's the mod you requested
just making suggestions, feel free to disagree!
Easy
looks great overall. I'm just not sure about
- this AR with high DS and low SV, it feels off to me. It looks like objects are popping up randomly all over the playfield. I guess it's fine, just wanted to mention how it feels like anyway.
- 00:05:035 (4,5,1) - really minor - I think this could play better if you move 1 slightly to the right, around 500|196 maybe, cause you avoid the rectangular movement
I've just seen many newer players who feel more comfortable with rounded out movement instead of linear, so.. - 00:17:446 (3) - rhythm feels off here, how about you alternate it a bit? example:
that leaves out the downbeat, but it didn't feel like you put much emphasis on it.. I might be mistaken. :n - 00:48:475 (2,1) - uhm, it's fine for standard mode, but to make it easier to play in other modes, you might wanna start the spinner on the red tick instead? even if you don't care about other modes, I think ppl who only play taiko/mania would really appreciate it! ;-;
the gap between E/N feels so big.. it isn't really bad, but could be better, imo. It's mostly caused by really low SV in Easy I think, the immense increase in Normal just doesn't match with this. Might be just me, but you could work on these two diffs to get a clearer spread .o.
- this diff feels so jumpy, you have sooo many zig-zag movements. consider placing objects sometimes more rounded out, that greatly improves movement and provides a bit more variety. since you completely ignore red ticks here it might be a good way to spice up the diff, as it gets a bit too monotonous..
example: 00:01:588 (1,2,3,4) - why not just let players move in a curve, the zig-zog movement gives a hectic feeling, which doesn't really match with the song - 00:02:967 (4,5) - I was fine with sliderends on downbeats in E, but here it feels off. try a different rhythm?
that way, 5 also matches with the vocals - 00:22:618 (3,1,2) - this might be confusing. the patterns great tho, I like to use it, too. ;-; so maybe you can remove NC from 00:23:307 (1) - and put it here 00:23:652 (2) - ? I think that clariefies in which order objects should be hit.
- 00:04:001 (6,7,8) - I don't know how to feel about this (and similar) jumps. imo it's way to exaggerated. using a jump is fine, but the stack before makes this so unnecessary confusing, I'd prefer if you fix that. just stack all of them or completely remove 7. There is no beat on that tick anyway.
- 00:05:897 - there is this clearly audiable sound here, add a circle? or try this, it plays more interesting -
- 00:06:759 (5,6,7) - ^ mentioned above, very first bullet
- 00:09:862 (1) - movement could be improved I think, use copypasta version of 00:10:551 (2) - that blankets 00:08:827 (3) - , and ctrl+j 00:10:551 (2) - that works nicely
- 00:14:344 (6,7,8) - ^ mentioned above, very first bullet
- 00:17:791 (4,5,6) - ^
- 00:21:928 (6,7,8) - ^
- 00:27:444 - add a cirlce here. it feels off if there is none. (also, I don't think you should have parts unmapped that you mapped in lower diffs. doesn't make any sense to me.. >: )
- 00:27:617 (1,2,3) - this is overmapped, imo. there is absolutely nothing on the blue tick. and you you just started mapping red ticks (remember you didn't use any in the lower diffs), so I don't know why you suddenly put circles somewhere if there is no indicator for a hitobject. sorry if I sound rude, that's just my opinion and you're free to disagree with this. but consider removing 2 at last.
- 00:29:685 (2) - similar to ^, nothing on the blue tick here. actually not even on the red tick :/
- 00:30:461 (5) - ^, remove?
- 00:31:926 (1) - ^, replace with single cirlcle on the downbeat
- 00:34:857 (1) - ^, replace with cirlce on the white tick
- 00:36:408 (4,5,6) - any specific reason you put a jump here? cause the beat isn't really loud or anything, I don't get why this isn't regularly spaced
- 00:37:270 (1,2) - ^, 'overmapped', remove both
// sidenote - there are many more 'overmapped' parts, which you know. I don't wanna write all down, so please look for them yourself. ;n;
well, I can play the diff, but beside the stuff I said in Hard there isn't anything.
I liked how the diff plays, it has a nice flow! Still, I don't think you need to overmap it, to make it interesting. anyway, up to you if you wanna change anything!
overall the mapset is okay, it could be better balanced. hopefully I was of some help. .o.
So good luck!