moddingback lol
you really like absolute duo (stop the salt about your op not getting ranked) HABI BUBBLES ARE FUCKING SPOOKY
[General]
you really like absolute duo (stop the salt about your op not getting ranked) HABI BUBBLES ARE FUCKING SPOOKY
[General]
- I think it would more sense to have the diffnames End in 2/2 being the hardest considering song name you're suggesting that 3/2 is 150% overdone (if you want to suggest that o k )
- I'm afraid you won't get away with longer streams like 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - in the hardest diff when you do repeats only (and 3 circles but really) in the second hardest, places like that will end up being spread issues so places like that should reasonably decrease in difficulty throughout the set
- any reason to tag Tomoe Tachibana and Miyabi Hotoka when they are in the artist
- shouldn't there be uhhh a vid for that
Gaia wrote:
that low quality bg ;w;- why is offset negative, i don't see any reason for not having it at 219? not doing that puts the finishes the nightcore mod adds automatically out of sync with the thing.
- audioleadin of 2 seconds is recommended if your mp3 starts at 58 ms ok
- btw since you're mapping the first two kiais half bpm style you could half ncs in these parts
- about diffstats (a summary)atm
- 3/2: CS 5 AR 9 OD 7.5 HP 7
- 2/2: CS 4 AR 8 OD 6 HP 6
- 1/2: CS 4 AR 7 OD 4.5 HP 4.5
- 1/4: CS 3 AR 5 OD 3 HP 3
- 1/8: CS 3 AR 3 OD 2 HP 2
- 3/2: CS 5 AR 9.2 OD 8 HP 7
- 2/2: CS 4 AR 8.5 OD 6.5 HP 6
- 1/2: CS 4 AR 7~7.3ish OD 5 HP 4.5
- 1/4: CS 3 AR 5 OD 3 HP 3
- 1/8: CS 3 AR 3 OD 2 HP 2
- noticed that you have some unsnapes by 1ms in all your diffs example would be 00:47:315 (1) - in hard etc, just resnap all objects ok
- I like ARs higher than 9 on things with smaller circles and high svs, 9.2 could be better idk
- 00:00:058 (1,2,3,4) - first thing is already rhythm complaint because 00:00:218 (3) - is a held sound and you got a slider in 00:00:380 (4) - , resulting in 00:00:541 - is more stressed than the sliderhead, but sliderend is weaker so whole thing might end up feeling weird
- 00:00:864 (6,7,8,9) - something like the first explanation but that you should use one 1/2 slider for these because otherwise intro might feel overpowering compared to the other combos which use more sliders etc o.o
- 00:03:041 (2,3,4,5,6,7,8,9) - while i'm not sure if that shoudl be a stream to begin with i think manually drawing these causing random spacing in places like 00:03:202 (4) - 00:03:525 (8) - etc. looks weird to me, are you not a fan of evenly spaced streams by using Compose -> convert slider to stream?
- 00:03:606 (9,10) - doing so low spacing here might be weird because 00:03:767 (10,11,1) - are evenly stressed and spaced but 9,10 are so close in comparison to that lol
- 00:04:089 (1,2,3,4,5,6,7,8,9,10) - btw i have a problem with this whole pattern as well because 00:06:670 (1,2,3,4) - are sliders while the buildup drumhits would be better represented by using some circles and the first place is mapping all circles, inverting that logic might be more fitting (first thing more sliders, 2nd thing less sliders)
- 00:08:202 (3,4) - i don't think these are necessary, it could make a better effect to delete these and adding a circle for the drum in 00:08:444 - , because that thing is more obvious in comparison ..?
- 00:11:186 (5,6,1) - having the stop of movement on the sliderhead would represent vocal better
- 00:18:122 (1,2,3,1,2,3,1,2,3) - idea is cool. stuff like 00:18:283 (3,1,2) - stacks ingame though so the circles and the slider barely touch which looks ugh, also this kind of stacking can be difficult to read had to AR 4 for this example might also work just as good btw 00:19:573 (3) - mapping over strong red tick sound might be not my kind of thing :c
- 00:20:702 - i don't like how you ignore the vocal while 00:20:218 (4,5) - are mapping it uhh
- 00:21:670 - 00:22:960 - no idea why you ignore the kick
- 00:29:251 (3,4) - 00:47:476 (2,2) - etc. doing stuff like that generally looks a bit sloppy / unclean whateverrr
- 00:45:218 (5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - not a fan of this streamshape because of random space differences as well as it not even being able to blanket the circle :c
- 00:46:671 (9,10) - more space to put more pressure on 10 because the sound would allow it ?
- 00:56:831 (6,7,1,2,3,4,5,6,7) - i just don't like your streamshapes i think.
- 00:57:476 (7,8,9,10,11,1) - the star could really be smaller because everything before and after is smaller so doing a big star jump like that can really throw people off
- 01:05:864 - and 01:06:025 - you could add circles for vocals here and letting spinner start on blue tick
- 01:06:025 (1) -
ending it on the red tick is actually acceptable because it makes sense musicallynvm that feels weird af - 01:16:347 (1) - does not fit the sounds it's mapping that much because triangle or square or whatever would be better for representing soundss
- I think spacing in last 2 kiai sections is a bit overdone in places like 01:20:864 (4,5,6,7) - 01:22:799 (1,2,3,4,5,6) - 01:08:606 (1,2,3,4) -
- AR 8.5 for the sake of god, an AR 8 186 bpm insane feels weird :c
- parts of the rhythm stuff from last diff apply also i think this should be less relying on distancesnap because the next diff is quite jumpy, so you should consider using more small jump patterns as well as a bit more 1/4 for reason mentioned in general
- 00:12:477 (1) - why nc
- 00:18:122 (4,1,2,1,2,1) - why comboing differently than 3/2 diff
- 00:43:928 (4,1) - antijump feels really really weird
- 00:55:703 (1,2) - would fit vocal and intensity better if you removed the repeat and added a circle
- 01:20:864 (3,4,5,6,1) - this is pretty ewww because it's just a big circular motion and then the circle you draw there looks like uhh an egg or something idk .-.
- you could polish this diff further by rechecking blankets in low sv kiais because these are noticably off most times.
- slightly higher AR would make 1/4 things look less weird - overlapping approachcircles uh,
- 00:04:735 (3,4,5,1) - watch this pattern ingame and you will see why moving 00:05:218 (4,5,1) - would make sense
- ncs:
00:06:670 (5) - forgot
00:12:477 (1) - i don't understand - 00:29:090 (2,3) - can be confusing polarity wise because of the way it flows and because the constant 1/1 whitetick bass doesn't stop, would do 1/2 slider and 2 circles or 2 1/2 sliders instead
- 00:45:219 (5) - woah. cool
- 00:46:832 (6,1) - space should be 1.45~1.5x judging by 00:46:832 (6) - currently it's 1.3x effectively because of SV change, so adding more space is acceptable
- 00:59:412 (4) - space not consistent with rest
- 01:14:251 (2,1) - don't touch please
- 01:18:767 (6,1) - 01:25:219 (4,1) - jump is unpredictable and should be avoided because this is so very easy to misread
- 01:19:896 (4) - this is minor but should also be avoided
damn this diff is nice.
- 00:00:864 (3,4) - doing same rythm as 00:51:832 (4,5) - could actually fit better here
- 00:12:799 (5) - pls don't break ds to force fancy looks in editor while noone will care about that when playing.
- 00:20:864 (1,2) - the break after this feels rather weird, doing that 00:35:058 (3,4,5) - that rythm would actually land on sounds so has potential to feel less weird, same applies to the other 5/2 break with soudns in it
- 00:47:316 - a 2/1 break should be OK in this kind of diff, if you ask me a 1/1 slider could be here
- 00:51:832 (4,5) - i used this rhythm as an example but actually something like this or this could be less weird because it then maps both sliders the same way (1) or just fits the music better overall (2)
- 01:06:025 (1) - same thing about me thinking 2/1 is enough for a break in a normal
- 01:21:509 (1,3) - the blankets look weird compared to everywhere else
- 01:26:348 (1) - i don't think ncing is worth
- this diff is very very very very simple compared to the next higher one, it using more 1/1 rhythms would not hurt the spread in the slightest because the normal uses many 1/2 rhythms so at least having more 1/1 rhythms and less 4/1 or 2/1 rhythms would be better for the spread
- 00:25:058 (2,3,4,1) - having 4 objects in a row like this is arguably a difficulty spike, you should do that more often or not at all
- ok nah i give up this is far easier than the normal and should be more complex. star rating in this area is kind of broken so your easy might end up at 1.6ish would be totally fine if you decide to redo stuff in it