Woo here we go!!
from #modreqs (m4m)
from #modreqs (m4m)
SPOILER
Extra
General
I usually use this section to give my opinion about things in the map that are not wrong but I would change for certain reasons. You can disregard this if you like.
Raise AR to 9. Considering the map is only 231 BPM, has lenient drain and OD and would be over 6 stars this would make this too easy to DT farm. Nothing wrong with this but at least with AR9 DT it's more demanding than if it was just 8.6 which makes it much easier to read. It's also an extra difficulty (albeit weighted) so it should at least show a wider difficulty gap than the insane aside from just patterns.
Consider raising HP to 6. I tested it a few times with HR mod (I suck at ar10 btw) and the drain wasn't the reason I died :v Same goes for DT.
Also consider raising OD to 8 or at least 7.5. I say this because sure the BPM is low but that shouldn't mean that the map difficulty should be easier to reflect that. I wish I could play more lower bpm extras tbh cuz I'm not that fast :v
The way I see the hardest insane/extra is if you can play this then you can definitely sight read and aim better than most people so you should be able to play with a smaller hit error window (I think thats what its called)
It would also mark a more noticeable difference between the insane and the extra.
Consider either changing combo 2 or 3 to a lighter pink or adding an extra combo (preferrably between 2 and 3 or 3 and 4) The song is, after all, named a thousand cherry blossoms (or something idk) so it would make more sense to throw in a bit more pink in there.
Notes
00:19:638 (1) - Move the end node slightly to the right. It will blanket 2 better and have nicer visual chemistry with 3. Also do the same with 00:22:755 (1) - cuz I think that's its twin :3
00:41:846 (2,3) - Move these notes to y:80. Move 00:42:235 (4) - to x:200 y:157 and 00:42:820 (6) - to (roughly) x294 y156 for better symmetry between this combo. Maybe select both 4 and 5 when moving them so the spacing stays the same.
00:50:027 (3) - Try moving the 2nd and 3rd nodes just a little bit higher so it's a much comfier blanket sort of like [img=http://puu.sh/irtyd/54f6e913a0.jpg]this[/img].
01:11:846 (1,2,3) - Don't be afraid to make 2 this into 2 notes. This type of hammer-on/pull-off flutter/trill is very common in guitar and violin pieces and is very intuitive to the listener. I don't speak for other players of course but even not hearing this song my fingers sort of wanted to do this 1/3 triple. Same for 01:18:339 (2). If you didn't want to do this due to a readability concern then my proposal is to switch this section with the one pattern you have here 02:14:183 (1,2,3) - and 02:20:417 (1,2,3) - because then the player will be able to hear the pattern once and should expect this kind of sound in the 2nd chorus so it would make more sense to them reading it after having heard it.
01:34:833 - 01:40:287 - Arguably you don't NEED to have a break here since the violin is still very alive here but this is perfectly fine.
02:30:547 (1,2,3,4) - Space this out a bit more. Probably about x0.65 - .70 to stay consistent with 02:32:105 (2,3,4,5) - and 02:32:885 (2,3,4,5) - and so on. Also because it's four 1/4th notes and most people would expect 5 at first play since you don't expect her to only play 4 notes. So this would improve note visibility.
02:38:339 (1,2,3,4) - Spacing is pretty inconsistent here. Consider standardizing to 2.30 (more or less) or you can go for like an increment of .05 to be clever :v
Insane
General
Consider raising AR to 8.5. Most people who can read AR8 DT don't have much of a problem DTing 8.5. It also looks very nice no mod
Also consider OD7. Maybe it's just my personal preference but I like Insanes and Extras to have more challenging ODs. Although I see nothing wrong with 6.5 (again this is usually an opinion section so you can disregard this)
Oh and same thing about the combo colors
Notes
00:30:157 (5,6) - I moved these two to x:337 y:200 and x337 y:80 respectively. It keeps the nice looking pattern/blanket from 3 and even looks nice in the editor because of the stack with 00:27:722 (2,3) -
00:34:443 (5) - Move the 2nd node here. It's really not that noticeable tbh but it's just a small cleanup never hurts :3
01:03:274 (1,2,3,4,5) - You can make this look like 01:04:053 (1,2,3,4,5) - or vice versa. It doesn't look bad though but so far your map has a lot of symmetric patterns so it would look nicer that way.
01:42:040 (4) - Move to x:85 y:202. Keeps the same distance spacing, adds a bit more spacing to get to 01:42:235 (5) - and adds a nice parallel between 1 + 3 and 2 + 4. Triple win!!
02:24:313 (1,2,3,4,5,6) - last few notes look a little off. I added a circle between that and slightly moved the notes around so it looks a bit cleaner like so. The note for reference.
02:58:599 (1,2,3,4,5,6) - Honestly there's nothing wrong with this pattern but after seeing this pattern here 02:55:482 (1,2,3,4,5,6,7,8,9,10) - it feels a little eh. Maybe spice up the spacing a bit more or do something similar but like I said the current pattern isn't bad.
Hard
00:21:196 (1) - This is fine but you could also probably stack it on top of 2.
00:41:261 (4,1,2,3) - Something about this doesn't quite look right. I think it's the feel of the jump from the previous combo's 4 into 1 and then the stacked anti jump from 1 to 2. Some people might give you flak for having 2 start on the red tick but when you play that and you listen to the violin your fingers are tapping to the violin which is neat so I like that. Anyway enough rambling what I suggest here is stacking 4 on the previous slider, rotating 1 and 2 by -30 and stacking that on top of the slider head of 00:39:898 (1) - so it would look something like this. That way you keep similar spacing, the anti jump doesn't look or feel so awkward and you keep the section looking clean with the blanket and that stack and what not.
01:29:183 (2) - You might be able to get away with removing one reverse arrow and adding a note on the last white tick I don't think this would make that too hard honestly because the player will have more than enough time to see the approach circle without thinking about anything other than holding click on that slider. Plus the bonus is that it feels better tapping out that violin strum (or whatever you call a violin strum) on 01:29:768 -
02:07:170 (1) - If possible, try using 02:07:949 (3) - for reference so you can do something like this more or less. Maybe moving a few things around so the blanketted 4 looks more centered.
02:48:469 (3) - Looks better at x:159 y:259 more or less.
Normal
01:30:157 (1) - Looks a little lopsided. Right side is longer than the left side. Consider cleaning it up a bit. Same with 01:26:651 (1).
Don't really see anythign wrong with this diff.
AsaNe's Easy
No changes.
Overall the mapset looks very solid with really only minor visual cleanups needed. Best of luck! I can see this being ranked soon!
General
I usually use this section to give my opinion about things in the map that are not wrong but I would change for certain reasons. You can disregard this if you like.
Raise AR to 9. Considering the map is only 231 BPM, has lenient drain and OD and would be over 6 stars this would make this too easy to DT farm. Nothing wrong with this but at least with AR9 DT it's more demanding than if it was just 8.6 which makes it much easier to read. It's also an extra difficulty (albeit weighted) so it should at least show a wider difficulty gap than the insane aside from just patterns.
Consider raising HP to 6. I tested it a few times with HR mod (I suck at ar10 btw) and the drain wasn't the reason I died :v Same goes for DT.
Also consider raising OD to 8 or at least 7.5. I say this because sure the BPM is low but that shouldn't mean that the map difficulty should be easier to reflect that. I wish I could play more lower bpm extras tbh cuz I'm not that fast :v
The way I see the hardest insane/extra is if you can play this then you can definitely sight read and aim better than most people so you should be able to play with a smaller hit error window (I think thats what its called)
It would also mark a more noticeable difference between the insane and the extra.
Consider either changing combo 2 or 3 to a lighter pink or adding an extra combo (preferrably between 2 and 3 or 3 and 4) The song is, after all, named a thousand cherry blossoms (or something idk) so it would make more sense to throw in a bit more pink in there.
Notes
00:19:638 (1) - Move the end node slightly to the right. It will blanket 2 better and have nicer visual chemistry with 3. Also do the same with 00:22:755 (1) - cuz I think that's its twin :3
00:41:846 (2,3) - Move these notes to y:80. Move 00:42:235 (4) - to x:200 y:157 and 00:42:820 (6) - to (roughly) x294 y156 for better symmetry between this combo. Maybe select both 4 and 5 when moving them so the spacing stays the same.
00:50:027 (3) - Try moving the 2nd and 3rd nodes just a little bit higher so it's a much comfier blanket sort of like [img=http://puu.sh/irtyd/54f6e913a0.jpg]this[/img].
01:11:846 (1,2,3) - Don't be afraid to make 2 this into 2 notes. This type of hammer-on/pull-off flutter/trill is very common in guitar and violin pieces and is very intuitive to the listener. I don't speak for other players of course but even not hearing this song my fingers sort of wanted to do this 1/3 triple. Same for 01:18:339 (2). If you didn't want to do this due to a readability concern then my proposal is to switch this section with the one pattern you have here 02:14:183 (1,2,3) - and 02:20:417 (1,2,3) - because then the player will be able to hear the pattern once and should expect this kind of sound in the 2nd chorus so it would make more sense to them reading it after having heard it.
01:34:833 - 01:40:287 - Arguably you don't NEED to have a break here since the violin is still very alive here but this is perfectly fine.
02:30:547 (1,2,3,4) - Space this out a bit more. Probably about x0.65 - .70 to stay consistent with 02:32:105 (2,3,4,5) - and 02:32:885 (2,3,4,5) - and so on. Also because it's four 1/4th notes and most people would expect 5 at first play since you don't expect her to only play 4 notes. So this would improve note visibility.
02:38:339 (1,2,3,4) - Spacing is pretty inconsistent here. Consider standardizing to 2.30 (more or less) or you can go for like an increment of .05 to be clever :v
Insane
General
Consider raising AR to 8.5. Most people who can read AR8 DT don't have much of a problem DTing 8.5. It also looks very nice no mod
Also consider OD7. Maybe it's just my personal preference but I like Insanes and Extras to have more challenging ODs. Although I see nothing wrong with 6.5 (again this is usually an opinion section so you can disregard this)
Oh and same thing about the combo colors
Notes
00:30:157 (5,6) - I moved these two to x:337 y:200 and x337 y:80 respectively. It keeps the nice looking pattern/blanket from 3 and even looks nice in the editor because of the stack with 00:27:722 (2,3) -
00:34:443 (5) - Move the 2nd node here. It's really not that noticeable tbh but it's just a small cleanup never hurts :3
01:03:274 (1,2,3,4,5) - You can make this look like 01:04:053 (1,2,3,4,5) - or vice versa. It doesn't look bad though but so far your map has a lot of symmetric patterns so it would look nicer that way.
01:42:040 (4) - Move to x:85 y:202. Keeps the same distance spacing, adds a bit more spacing to get to 01:42:235 (5) - and adds a nice parallel between 1 + 3 and 2 + 4. Triple win!!
02:24:313 (1,2,3,4,5,6) - last few notes look a little off. I added a circle between that and slightly moved the notes around so it looks a bit cleaner like so. The note for reference.
02:58:599 (1,2,3,4,5,6) - Honestly there's nothing wrong with this pattern but after seeing this pattern here 02:55:482 (1,2,3,4,5,6,7,8,9,10) - it feels a little eh. Maybe spice up the spacing a bit more or do something similar but like I said the current pattern isn't bad.
Hard
00:21:196 (1) - This is fine but you could also probably stack it on top of 2.
00:41:261 (4,1,2,3) - Something about this doesn't quite look right. I think it's the feel of the jump from the previous combo's 4 into 1 and then the stacked anti jump from 1 to 2. Some people might give you flak for having 2 start on the red tick but when you play that and you listen to the violin your fingers are tapping to the violin which is neat so I like that. Anyway enough rambling what I suggest here is stacking 4 on the previous slider, rotating 1 and 2 by -30 and stacking that on top of the slider head of 00:39:898 (1) - so it would look something like this. That way you keep similar spacing, the anti jump doesn't look or feel so awkward and you keep the section looking clean with the blanket and that stack and what not.
01:29:183 (2) - You might be able to get away with removing one reverse arrow and adding a note on the last white tick I don't think this would make that too hard honestly because the player will have more than enough time to see the approach circle without thinking about anything other than holding click on that slider. Plus the bonus is that it feels better tapping out that violin strum (or whatever you call a violin strum) on 01:29:768 -
02:07:170 (1) - If possible, try using 02:07:949 (3) - for reference so you can do something like this more or less. Maybe moving a few things around so the blanketted 4 looks more centered.
02:48:469 (3) - Looks better at x:159 y:259 more or less.
Normal
01:30:157 (1) - Looks a little lopsided. Right side is longer than the left side. Consider cleaning it up a bit. Same with 01:26:651 (1).
Don't really see anythign wrong with this diff.
AsaNe's Easy
No changes.
Overall the mapset looks very solid with really only minor visual cleanups needed. Best of luck! I can see this being ranked soon!