ok i try
SM4SM pls
ok there is some stuff I could find. you wanted me to go ham so I went ham. catch me in game is you have any question.
GL with the map and II hope you'll improve on it.
SM4SM pls
10min
I wont point out everything. I'll give general guidelines and it will be your job to go through the diff and figure out what you want to change or not. Keep in mind I don't want do force you into anything, these are just suggestions.
General stuff:
I'm shit at explaining things so i'll link this p/2908871 read popner's post, it WILL be helpful. There is a lot of times where aesthetics is not consistent in your diff. I'll give a few examples :
-00:09:693 (3,1) - These two sliders are both blanketing 00:10:122 (4) - yet both of them have a different angle and a different sacing with 4.
-00:24:693 (2,3) - another example where 2 and 3 don't have the same curve even though 3 suggests that it completes the shape.
-01:30:265 (4,1) - Same stuff happenning here
-03:14:572 (4,1) - 06:41:889 (1) - etc etc
also I'd avoid to curve things too much in general because unless your pattern is built around these curves the final result usually doesnt look great. A few examples would be 00:36:265 (1) - 01:10:550 (1) - . I know this is really subjective but it's worth pointing out imo.
the second thing where your map feels weird sometimes is spacing. when you make jumps it should be used to create emphasis on either strong breats or strong sounds in the song. here again I'll only give a few examples :
- 00:26:836 (1,2,3,4,5,6,7,8,9,10,11,12) - in this jump pattern for example, everything has the same spacing, which is fine, but it would make way more sense to actually emphasise the big kick sounds 00:27:693 (5,6,7,8,10,11,12) - with a larger jump than the rest dont you think?
-00:43:122 (1,2,3,4,5,6,7) - this is also a great example. here 00:43:122 (1,2,3,4) - have the exact same effect than 00:42:265 (2,3,4) - yet their sacing is probably twice as big. these two on the other hand 00:44:193 (6,7) - have a clap hitsound on them that is not emphasised at all
-01:25:979 (1,2,3,4,5,6,7) - a bit less obvious maybe. here you can clearly hear that the background noise getting louder yet your spacing is constant and doesn't seem to follow that. also same as before 01:27:050 (6,7) - have a clap sound that isn't emphasized
Ofc this doesn't only apply to jump patterns.
Mod stuff :
00:15:693 (1,2) - when the angle is so tiny it's probably better to make it so that the movement "completes the curve" or goes inwards of the slider(if that makes sense)
00:17:836 (2,3) - same here, flow isn't great, fixing this would also making it look better imo
00:19:979 (3,4,5,6) - your square seems off use the "insert notes in a circle" tool in the editor
00:45:479 (2,3,4,1) - I know this is supposed to be an insane but yea this is not intuitive at all. The end of the slider just points at a random direction
00:56:193 (1) - weird nc. when ncing you should do it on strong beats or downbeats.
01:07:550 (3) - weird slider. your pattern suggests a triangle shape but the slider doesn't point exactly at 01:07:336 (2) - so the shape is kinda ruined
02:18:050 (4,1) - covering up the end of a reversing slider is pretty meh
03:18:571 (1,2,1,2,1,2) - the angle isn't consistent here
03:19:905 (1) - remove the nc. also every white beat was emhasised by a jump here 03:18:571 (1,2,1,2,1,2) - so why is this so close now?
03:21:683 (3) - same here
03:21:683 (3,1) - weird flow same issue as 00:15:693 (1,2) -
03:38:127 (1,2,3) - 04:04:571 (2,1,2) - here too. this seems to happen alot so again I'll let you figure out this kind of stuff
03:46:127 (1,2,1,2,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,1,1,2,3,1) - I haven't really paid attention to those but wtf is happenning to the new comboooos
05:42:571 (1,2,1) - when doing tsuff like that make sure the distance between each object is consistent but better visuals. Here 05:42:571 (1,1) - these too objects are way too close to each other compared to 05:42:571 (1,2) -
05:44:794 (3) - no Bézier curves pls. One white point is enoughfor this kind of curve. (you'll have to remake the slider though else it wont fix it
06:53:669 (1) - cmon now lol. same as above
07:24:221 (1,1) - I get your idea but this might be a little bit too fast. I think this effect can be achieved withouth such high SV multiplier
07:28:454 - screamer
09:45:939 (1) - when you are doing slider art like that, it's best to use 2 white dots to make the curve better. For comparison : http://puu.sh/jsWZW/44619cafff.jpg vs http://puu.sh/jsX1U/1988884b27.jpg and of course you should adjust that to blanket 09:45:018 (3) - better :^)
10:22:104 - screamer again
minor stuff but don't ignore pls:
00:07:336 (2,5) - in game stacking makes it so these two slightly overlap but it's barely noticeable so who gives a shit
00:17:407 (1,2) - I assume you wanted to blanket here, if this is the case 1 should be less curvy
01:22:979 (3,5) - blanket ?
01:48:265 (1,2) - wah wah blanket
04:19:905 (1,3) - even though the objects are not on screen at the same time it would be more polished to blanket ! :^) them
04:30:571 (1,3) - I think you get it now try to make everything perfect
06:42:626 (1) - if you want to make S shapes make sure they are balanced
General stuff:
I'm shit at explaining things so i'll link this p/2908871 read popner's post, it WILL be helpful. There is a lot of times where aesthetics is not consistent in your diff. I'll give a few examples :
-00:09:693 (3,1) - These two sliders are both blanketing 00:10:122 (4) - yet both of them have a different angle and a different sacing with 4.
-00:24:693 (2,3) - another example where 2 and 3 don't have the same curve even though 3 suggests that it completes the shape.
-01:30:265 (4,1) - Same stuff happenning here
-03:14:572 (4,1) - 06:41:889 (1) - etc etc
also I'd avoid to curve things too much in general because unless your pattern is built around these curves the final result usually doesnt look great. A few examples would be 00:36:265 (1) - 01:10:550 (1) - . I know this is really subjective but it's worth pointing out imo.
the second thing where your map feels weird sometimes is spacing. when you make jumps it should be used to create emphasis on either strong breats or strong sounds in the song. here again I'll only give a few examples :
- 00:26:836 (1,2,3,4,5,6,7,8,9,10,11,12) - in this jump pattern for example, everything has the same spacing, which is fine, but it would make way more sense to actually emphasise the big kick sounds 00:27:693 (5,6,7,8,10,11,12) - with a larger jump than the rest dont you think?
-00:43:122 (1,2,3,4,5,6,7) - this is also a great example. here 00:43:122 (1,2,3,4) - have the exact same effect than 00:42:265 (2,3,4) - yet their sacing is probably twice as big. these two on the other hand 00:44:193 (6,7) - have a clap hitsound on them that is not emphasised at all
-01:25:979 (1,2,3,4,5,6,7) - a bit less obvious maybe. here you can clearly hear that the background noise getting louder yet your spacing is constant and doesn't seem to follow that. also same as before 01:27:050 (6,7) - have a clap sound that isn't emphasized
Ofc this doesn't only apply to jump patterns.
Mod stuff :
00:15:693 (1,2) - when the angle is so tiny it's probably better to make it so that the movement "completes the curve" or goes inwards of the slider(if that makes sense)
00:17:836 (2,3) - same here, flow isn't great, fixing this would also making it look better imo
00:19:979 (3,4,5,6) - your square seems off use the "insert notes in a circle" tool in the editor
00:45:479 (2,3,4,1) - I know this is supposed to be an insane but yea this is not intuitive at all. The end of the slider just points at a random direction
00:56:193 (1) - weird nc. when ncing you should do it on strong beats or downbeats.
01:07:550 (3) - weird slider. your pattern suggests a triangle shape but the slider doesn't point exactly at 01:07:336 (2) - so the shape is kinda ruined
02:18:050 (4,1) - covering up the end of a reversing slider is pretty meh
03:18:571 (1,2,1,2,1,2) - the angle isn't consistent here
03:19:905 (1) - remove the nc. also every white beat was emhasised by a jump here 03:18:571 (1,2,1,2,1,2) - so why is this so close now?
03:21:683 (3) - same here
03:21:683 (3,1) - weird flow same issue as 00:15:693 (1,2) -
03:38:127 (1,2,3) - 04:04:571 (2,1,2) - here too. this seems to happen alot so again I'll let you figure out this kind of stuff
03:46:127 (1,2,1,2,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,1,1,2,3,1) - I haven't really paid attention to those but wtf is happenning to the new comboooos
05:42:571 (1,2,1) - when doing tsuff like that make sure the distance between each object is consistent but better visuals. Here 05:42:571 (1,1) - these too objects are way too close to each other compared to 05:42:571 (1,2) -
05:44:794 (3) - no Bézier curves pls. One white point is enoughfor this kind of curve. (you'll have to remake the slider though else it wont fix it
06:53:669 (1) - cmon now lol. same as above
07:24:221 (1,1) - I get your idea but this might be a little bit too fast. I think this effect can be achieved withouth such high SV multiplier
07:28:454 - screamer
09:45:939 (1) - when you are doing slider art like that, it's best to use 2 white dots to make the curve better. For comparison : http://puu.sh/jsWZW/44619cafff.jpg vs http://puu.sh/jsX1U/1988884b27.jpg and of course you should adjust that to blanket 09:45:018 (3) - better :^)
10:22:104 - screamer again
minor stuff but don't ignore pls:
00:07:336 (2,5) - in game stacking makes it so these two slightly overlap but it's barely noticeable so who gives a shit
00:17:407 (1,2) - I assume you wanted to blanket here, if this is the case 1 should be less curvy
01:22:979 (3,5) - blanket ?
01:48:265 (1,2) - wah wah blanket
04:19:905 (1,3) - even though the objects are not on screen at the same time it would be more polished to blanket ! :^) them
04:30:571 (1,3) - I think you get it now try to make everything perfect
06:42:626 (1) - if you want to make S shapes make sure they are balanced
ok there is some stuff I could find. you wanted me to go ham so I went ham. catch me in game is you have any question.
GL with the map and II hope you'll improve on it.