Fixed.Exile- wrote:
My bad, that was actually 02:24:981 (6) - this slider from Insane DiffArf wrote:
Um, is this timestamp correct? Try as I might, I couldn't figure out which slider you meant.
I'll look into changing up the hitsound volume
Fixed.Exile- wrote:
My bad, that was actually 02:24:981 (6) - this slider from Insane DiffArf wrote:
Um, is this timestamp correct? Try as I might, I couldn't figure out which slider you meant.
Namki wrote:
[General]
combocolor1 and combocolor3 are really similar, I think it'll better if you delete combo1. I'm pretty sure they're different enough not to cause confusion....
Is timing correct? Better to recheck. Other than the slow section I would say it sounds perfect timing wise, but I agree that a recheck would be nice....
[Normal]
Ranking Criteria says that the easiest diff should be under than 2* stars. So you have 1.98* here. 1.98* is almost 2*, make an easier diff. The uh......well you could argue that it might be a bit too hard to be the lowest difficulty and I could see where you're coming from with that, but SR is still below 2, it's a bad measurement but on the hard side of the rules it's fine as is.
01:23:291 (5,6,7) - it doesn't fit other patterns, for example — 01:19:790 (5) - ,01:06:665 (1) - 01:23:291 (5,6,7) - same music, but third pattern is different. It's better to make your map more consistent. As the music gets progressively more intense, the pattern pushes up a notch each time. That last set of three is the last and most intense of the three note melody, hence why it has no slider.
Also, the easiest diff should be playable for newbies, I don't think that those 3 1/2 circles in a row are fine for newbies. It's not the only time I use 3 1/2 in a row in this diff. I've also used this recently in another ranked Normal, which isn't an excuse but it also wasn't pointed out as an issue either, though there were other changes made to that map to nerf it. At this BPM, 3 1/2 in a row isn't really something a newbie should struggle with.
02:00:918 (1,1) - spacing, make it 1.2x. Adjusted
02:46:420 (1,2,3,4,5,6,7) - really insane for normal, maybe make several 1/1 slider. This is pretty much the most intense buildup of the entire song (imo) and every other difficulty also has their hardest pattern here. At the same time, this many 1/2 in a row....I don't know if it's allowed fully, but I can see the argument that it's too much. Will change if it gets hassled.
Else is fine.
[Advanced]
Uncheck Widecreen Support. Oh, didn't see that.
01:17:165 (1,2,3,4,5,6,1,2,3,4,5) - doesn't fit with the whole map'p patterns, just a lot of 1/2 circles, make similar pattern as you did before. Making every pattern the same or similar isn't something I'min favor of. In terms of pure consistency, the rhythm is the same, so this shouldn't pose a large challenge play-wise. I think it's nice to have a symmetrical circle only series of notes, but I mean I can see that it wouldn't be everyone's cup of tea.
01:33:354 (2,3,4,5,6) - make flow better, like this maybe. Agh, I think that doesn't look quite good :/ The main idea behind this was to have similar beat placement as 01:29:853 (2,3,4,5) - but to make it all circles with no slider to show an increase in intensity with a small boost in difficulty. Adjusted slightly, kept same shape but turned it over.
02:28:919 (1,2,3,4) - this pattern looks ugly, make it more straight. And lift the slider a bit. Ugh, looks like this got pushed around or something, that square isn't perfect. Adjusted.
Ok.
[Hard]
00:23:569 (2,3,4) - I don't hear triple here, I hear double only.
00:37:570 (2,3,4) - same here.
00:41:070 (1,2,3) - ^.
And etc.
I definitely hear a triple here. There is no doubt in my mind at least. I'm leaving it as it is for now, pending what others have to say about it
Make more spacing consistency for patterns like 02:20:606 (2,3) - this one, you have 1.95x 02:22:356 (3,4) - here and 1.8x 02:25:856 (3,4) - here, make 1.8x for them for example. Again, due to the changes in intensity, spacing changes appear here and there to accommodate. Some of these are a bit pointless though. Polished up.
Maybe re-watch your spacing for more consistency. Checked some.
That's all.
good luck~ Thanks for the quick response, appreciate it =) I denied or waitlisted a lot of these but you do have some experience with lower diffs so if I run into issues with some of these down the road I'll keep your words in consideration for changes.
NucleaRaven wrote:
Hi from my queue o/ Hello hello \O
[General][Insane]
- Your offset should be 21163, as this is when your map starts in all diffs. Mmm, far as I know, offset starts when the song starts, at least this is the rule I follow.
- Also your hitsound volume seems to be a lil too high at the start, reduce it a little? Changed this around a bit.
[Twist]
- 02:07:918 (1) - Is this meant to be not centred properly? Should be at x=256 yea? Ah yeah, adjusted
- 02:30:013 (6,7) - Ctrl+g ? Sure, why not.
Thats all -- not much i could fiind. Triples are fine and the diff spike is actually pretty reasonable so yea. eyyy \O/
- AR8? At this BPM, hell yeah. Anything more is too high imo.
- 01:11:915 (1) - I feel this slider could be in a better position, maybe start it at x:326|y:269 and have it bend (with a red tick thingy) up to 2 instead of it being a completely straight straight slider... its fine as it is tho - up to you if you want to change. I'd rather keep this as is for now, I can see what you mean and I could adjust it if it becomes a sticky point down the line.
Gl! Thanks very much for the mod!
freebird42 wrote:
Hi, plz dont give kudosu right now, coz i'll only mod Twist, other diffs probably tomorrow, sorry for that No worries man, I appreciate you taking the time to do this
Twist
first
01:03:165 - 01:34:666 - this part is somehow boring to play, because before that was the part with some triples and streams and here you have only like few jumps + slider, it feels empty, so try to overmap it a bit at least with triples or some 1/8 reversal sliders, because the contrast is too strong, try to make it more dynamic like your first kiai, i think its doable Interesting idea. The idea behind the current setup is to emphasize the BGM in the first section, the violin in the second, and then both simultaneously in the kiai, to show the explosion of intensity in the final act. If you think what I have right now is too inconsistent, I could look into changing it, I like the theory behind my idea but maybe the execution is shoddy. I'll think about it.
also i had an idea, its not important, but how about choosing some red like blood combo-color and keep whole kiai in this combo-color? Someone earlier actually thought the two current reds were too similar. I don't know how, but well. Another interesting idea, since I use colorhaxing to some effect in this mapset I could look into that as well. Would fit the theme I suppose. Keeping it as is for variety but will ask around.
01:03:165 (1,2,3) - imo there are no good structures for 2 notes + slider, its actually so hard to place them on field the way, it will look nice, so how about just stack 1 and 2? if you agree with me, i think its not necessary to stack them at sliderhead, just dont forget about spacing Mmmm the thing about this is, you're right, there aren't many ways to get this kind of pattern to work. I thought the way I have it now was pretty nifty and one of the few ways it could maybe work out, but you're not the first to note that this is a bit difficult to read and maybe not the best structure. I've been keeping this in mind while trying to reorganize and think of ways to keep the rising intensity via patterns but I'm having trouble finding solutions. I will seriously consider this though, and if I get a couple more comments about it I think I will have to change it.
01:04:477 (4,5,1) - same, i think you undersatand what i mean, but if you disagree just ignore this Oh wow, this one too? I thought this kind of worked better actually. Hmm.
01:10:165 (1,2,3) - this however looks good, so just dont put notes and sliders in 1 line I see, so it's the flow and shape you're considering. Maybe some of the straight lines are a bit rigid (I am a fan of straight lines though). I really tried to emphasize rising intensity with a combination of progressively increasing spacing, more complication in rhythm, and flowier (is that a word?) patterns. If it isn't working I might have to remap certain sections.
01:17:165 (1,2,1,1,2,1) - pretty hard to read, and flow is not really good, but i dont really know how to fix this, i'm just not sure about changing velocity on this 01:17:603 (1,1) - is it necessary? Again this has to do with the idea of the intensity going up while trying to complement the BGM with the "gong echo" noise that occurs, similar to the sliders in the opening where the SV dropped.
02:02:230 - maybe note here, and this slider 02:02:668 (4) - start here 02:02:668 - I was really focusing hard on the violin in this slow section (in all diffs) which is why I ignored that slight beat on the white tick there. I think it's soft enough not to sound jarring though.
02:30:232 (7) - nc? Oh good catch.
02:48:170 (1,2,3,4,5,6,1,2,3) - easy misses right👌👌th 👌 ere👌👌👌 right✔there ✔✔if i do ƽaү so my self 💯 i say so 💯 thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ💯 👌👌 LOL. This is not the first and almost definitely not the last poke I'll get at this monstrosity of a pattern. Someone above thought I should make it more across the screen type instead of rigidly in lines, if I can't push it through as is (I like how it looks ) then I'll fix this no worries.
in general i'm not sure about some flow on jumps (and mainly about 2 notes + slider in one line) and spacing in jump parts but thats too subjective, so better call some jump pro, who'll check for issues; but i'm sure that you should stop being satan and make ar 9, or are your name is John Kramer and you r testing our grace to play ar8 with hp7? About flow and slider note combinations, I can see where you're coming from. Due to the song itself and how I chose to represent it, it's a bit off-putting and not exactly the most intuitive way of placing beats, I will admit that. You could say it's subjective I suppose, I personally don't actually know if I'm doing this in a way that doesn't quite work. I'd like to think it does, but....well that's what modding's for, right? And yes, mwahahaha, I am the medical patient who brings the cancer of AR 8 from my own body to the victims of my traps. FEEL THE WRATH FLOW THOUGH YOU. I think at this BPM, AR9 is too high. It's not even 140 If it's a bit hard to read, I'm not sure if the higher AR would help that or make it seem to fast. Maybe a decimal?
hope this little mod was on point It definitely gave me some things to think about. I'll keep this in mind if I get comments from "jump pros" about what I should change, great mod \O/
well, the rest diffs later, sorry another one time I'll be waiting hehe.
FCL wrote:
- [twist]
- 00:27:288 (2) - sounds like this has some drum component. I think you could add drum sampleset or only addiction drum+clam, so this will good fit to song Oh yeah, you're right. I never noticed that sound. Added drum claps to all of these that I could find.
- 00:34:288 (2) - ^ and similar ^
- 01:25:916 (1,2,3,4,5,6) - tbh i am not agree with jumps like these. The music still feels calm and pretty quiet what really not fit good to song. Although in kiai time it's looks okay. Just reduce a spacing, jumps will look good with less spacing Well the pitch is consistently going up and I wanted the spacing to reflect that. Even though the full extent of the percussion hasn't kicked in yet, the violin by itself is still pretty intense imo. I could shorten these if I get more issues with it though...
- 02:11:418 (1) - If you pick up start of the slider a bit he is will looks more neat (imo, just in my option) Yeah that looks nice.
- 02:20:169 (1) - this slider should be finished on red tick since 1/8 sound was finished there Hmm maybe it's an echo I am hearing or something...? I hear it extending to the blue tick at least, but I could be wrong.
- 02:28:263 (5) - I thinks this circle will look and work better for flow somewhere on 413;202. Also this placement fit much better with to your style I agree, it fits better with everything else. Nice one!
- 02:29:575 (4) - spacing to this circles should be less since he's much weaker than at 02:29:356 (3) - . Also spacing between 02:29:794 (5,6,7) - circles should be much more. Something like this http://puu.sh/nwHMw/ca667bf125.jpg Two people pointed out to me that the slowdown starts at 4->5, and that's what I hear, which is why the spacing caps at 4 and starts dropping from there. I guess I will refer to the experience of a BN to determine a final ruling on this though, as I do not 100% trust my own ears.
- [Insane]
- 00:44:570 (2,3) - stack like these be uncomfortable to play. Player will move cursor forward after slide, but stack will stop this move what playing is not pretty good Hmm I changed this somewhat, but if the flow is still not good then I will simply make them triples I guess.
- 00:58:789 (3) - stack under slider probably will confused players in maps as Insane. I recommend make a little unsastack, much readable than now Sure, why not.
- 01:16:072 (3) - ^ Adjusted
- 02:52:983 (6) - idk, i think slider looks better for rhythm here, as in highest diff All right, why not.
- [Hard]
- start of your hard have same spacing as in advanced lol. Yeah, I think you should increase spacing at beginning of the difficult Oof, this was sort of intentional, as I mapped Hard first, and made the spacing change as the song changed, to show intensity (like in the higher diffs) but with Advanced of course I can't really do that so the spacing remained constant. The smaller spacing at the start hinges on the admittedly much larger spacing later so I think this is sort of okay as is.
- 01:01:415 (1) - naziblanket Ah good catch. Adjusted.
- 01:05:790 (5) - pretty confused placement for hard imo. from a visual standpoint this slider seems much closer what can confuse new players Hmm, I hear you on this one. I was following a sort of symmetrical idea here, to show the spacing increase more obviously, but if this is too confusing I can change it. Will consider.
- 01:12:353 (2,3) - these patters looks nice since have some angle between, but i still recommend make a little unstack to do it readable Same as above, I like the pattern but understand where you're coming from, so if I get issues with these while trying to push them through, I won't be tight-lipped about changing them.
- I don't know what I can say about changing the spacing. It's justified of some logic, but still looks weird. I don't know why ;_; Aaaaah NotLikeThis. This was one of my fears, that I could justify my style but it would still be weird and play funny. I don't know what to do if this isn't working
- [Advanced]
- 02:49:045 (4) - offscreen slider Adjusted.
- me rip
- [Normal]
- 00:26:413 (3) - pls blanket Gah good catch.
- 01:32:916 (4) - ^ Mmm fixed
- 02:50:358 (2) - ^ It's cold in here ;_;
weird song, pretty hard to mod for me Thanks for trying even if it was weird, I think you did great
freebird42 wrote:
Hi
ok, i'm sober again, so lets continue hahahaha
insane
00:58:571 (2,3) - maybe you missing triple here? i mean your option is okey, but you used to emphasize the sound with triple before this moment Ah I see what you mean but I wanted the background percussion to have more voice here
01:53:917 (1,2) - i'm not sure about spacing here, its too big imo, maybe ctrl+g on 01:55:667 (2) - fixes that, i dunno Changed this.
02:30:232 (7) - nc Ah yeah
i cant really say much, because the diff looks pretty legit, but please think seriously about remapping jump parts in twist, because they are so similar to insane, the difference is just in spacing, so use more patterns, not just back and forth Changed some things here, a little.
and yes, two insane diffs in one set with ar8 looks weird, maybe set ar 8.2-8.5 (or even 9) to twist? Made twist 8.2 as per extensive discussion with others.
hard
00:58:571 (2) - triple maybe? Same as Insane, wanted to follow BG percussion
02:14:918 (1,2,3) - did you try to map it like note + 1/2 slider + note? i just think that sound here 02:15:575 - should be clickable Sure, why not.
02:29:794 (5) - maybe nc? Mmm this one I think I'll leave
02:36:794 (2) - this note feels strange, how about map this 02:35:919 (1,2) - like 1/2 + 1/1 sliders? It's fine imo, there were some in Insane that I changed but the pattern is better here I think.
i also must say, that imo, there are no sounds here 02:21:700 - and here, 02:23:012 - and here 02:26:513 - so i would change sliders just to note Those are filler since it is kiai and I think leaving blank space is out of sync and seems odd with the rising music.
advanced
00:53:977 (4) - not sure about this slider, mabe just note?
01:13:228 (6) - same If you listen carefully to the first one, there is definitely a sound, the second one is more filler but there is still a sound to map there as well. (It might be an echo but still a sound right)
thats all, sry; in general, i think cs 4 is too much, why dont you make normal cs 3 and advanced 3.5? Agh again I sort of see what you mean and in a way it makes sense but it would require a remap of many sections to be viable D: - Advanced was a filler diff, it wasn't supposed to be needed. Same with Insane actually, but things got out of hand and for spread I needed to create them. That is why normal came first, and it is CS 3.5 to better fit Hard's CS 4. Then Advanced happened
normal
00:30:788 (7) - how about split it into 1/2 + note? Mmm I like having some variety and this is a dense pattern so better to avoid more density I think.
01:16:728 (6) - just note maybe? Same reason as previous diffs, these sliders are for conveying the difference between the single note section afterwards.
02:22:794 (3) - not sure about this note Ah yeah at first glance this sounds a bit weird but it follows the same repeat slider pattern as before, but it is spread out to denote higher intensity and more difficulty.
02:30:232 (4) - nc? Yes.
well, ye, thats all i think
gl with set Thanks, really appreciate the mod \O/
Len wrote:
from q
Normal:
- 00:37:570 (5,6) - this flow is bad for me It was CTRL-G'd before, I can always change it again since either the slider or note has to do something here.
Hard:
- 02:11:418 (1) - make more beautiful S slider Sure, thanks!
Insane:
- 02:17:981 (7) - http://puu.sh/nAQ6s/661e64adea.jpg make straight(? Curved it instead.
thats all orz good luck Thank you thank you
-Mo- wrote:
FIRST CHECK - Thank you thank you.
Some of this is probably useful It was.
I think there was other stuff in Slack too, but I can't be bothered to find those logs, and I think they've passed the 10k limit anyway. There was some stuff, mostly yelling about how the map sucks and should be nerfed and how the jumps are bad and I should feel bad. There was stuff about blankets and spacing too though, so \O/ No Simon, no OD 8.5
2016-03-10 18:02 -Mo-: バカ
2016-03-10 18:03 Arf: >///<
Ah! Why did you put private correspondence here D:
Ascendance wrote:
Tbh I can see insane at AR8 for spread but keeping twist ar8 and not ar9 seems like either blatant pp mapping or is a serious oversight.
It's 137 BPM......even rabbit's jumping style for this wouldn't be AR 9 To be honest at this speed AR 9 would be a travesty more than anything else, putting it would be a more blatant mistake than AR 8. I made it 8.2 after a lot of yelling because apparently people don't like AR8 much anymore, and 8.5 is too high, and 9 is just brain dead fast. Satellite, take heed, AR8 is dying. I hope you regular non AR 8 playing folks are happy >.<
Bah fine forget you people -.-Makan1 wrote:
ɐʇsɐdʎdoƆ
- Gadian - wrote:
Hello there from my modding QueTwist00:27:069 (1,2,3) - 00:34:069 (1,2,3,4) - 00:41:070 (1,2,3,4) - 00:48:070 (1,2,3,4) - 00:55:070 (1,2,3,4) - 01:02:071 (1,2,3,4) - For me there is no emphasis on the low base sound in those sections, you might consider putting a slider there or do something fancy with the spacing I thought the slow down slider was a way to follow this, hence the repetition on the pattern.
01:04:477 (4,5,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - You might consider increasing the slider speed slowly, so that you feel more of an urge and it emphasises on the panic. Because you already increase the spacing there. But the tempo still feels the same instead of increasing with the panic that is imbued into the song. Same goes for these parts: 02:21:919 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1) - 02:49:920 (1,2,3,4,5,6,1,2,3,4,5,6,1) - This is a nice idea to be honest. The spacing increase was my main idea for showing the increase in intensity here, a fast SV could also be a way to make the panic seep through, but I think in this area maybe a faster SV might not work as well. It also would require some major reworking, for a change that isn't super prevalent. Still, a good thought, and I'll consider it actually, depending on whether I'm made to change up my patterns here or not.
01:34:666 (1) - place a spinner here because the sound is just slowly fading away instead of stopping. Not a long one though. Same here 02:30:232 (1) - Hmm I like this. Good idea!
That's really all i could find for my part. Not much. Sorry Good suggestions! I liked the second two quite well
Raphalge wrote:
Twist00:39:538 (3,4,5,6) - Monstrata memes aside, I feel like a triangle(http://puu.sh/nIxYl/2edae0422e.jpg like this) would fit better here than your current back'n'forth pattern Agreed
01:06:009 (5,6) - Having a note on the sliderend of this tiny slider might be a bit hard for your intended playerbase to read (probably fine though) It's not the only time I do this but hmm will consider.
02:48:170 (1,2,3,4,5,6) - I'm getting some Red Like Roses vibes from this which might not be good for a 4.6* map B-but this is so much slower! As I said before I can defo change this if it's well-disliked, but I'd like to keep it if possible.
teko8 wrote:
From my NM modding queue. Quick mod of your mapset. Hello helloGeneral ModdingAll difficulties:
Kiai Timings: 02:49:920 - I don't know if this kiai is necessarily the best. I think it's another part of the song where it fits.Normal:
02:38:107 (5,6) - This doesn't look right. I would rotate 6. This pattern is something I use a lot in higher diffs because I think it flows well, so I tried it here too. I think it works as is.Advanced:
01:34:666 (1) - Center this? Sure, why not. Adjusted some things here
02:20:606 (2,3,4) - If the intention of these three beats is to be a straight line, it's 1 off in y positioning to being a perfect straight line, just really minor, no change needed. Adjusted this.Hard:
00:40:414 (1,1,2,3) - Space out a bit further so 00:40:414 (1,1) - don't touch. I suggest rotating 00:41:070 (1,2,3) - so you can maintain the blanket with 00:41:726 (4) - . Adjusted.
01:34:666 (1) - Center this? I can't fiddle with this one without creating an overlap that I wouldn't want.
01:34:776 (1) - Start this on the next red tick instead. All right.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Same as comments on Insane and Twist at this time. Agreed
02:53:420 (1) - Center this? Nah this makes a half baked straight line which I want to keep.Insane:
01:10:165 (1) - I would move this somewhere else (under one of the slider ends for example). Right now it seems inconsistent with all other instances of this pattern. I see what you mean, there's nothing like this anywhere else. Moved.
01:34:666 (1) - Center this? Made it a line-of-sight line instead.
01:34:776 (1) - Start this on the next red tick instead. As it's a continuation of the sound I'd like to leave it here. Changed in the Hard since it's a Hard.
02:12:949 (1) - Same as Twist comment. Done.
02:46:420 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - Same as Twist comment. Okay.Twist:
Increase the AR by just a little bit I think. Fine, it's 8.2 again.
02:12:949 (1) - Start this spinner at 02:13:168 - instead. Someone earlier pointed out that the sound sort of starts from the red tick and I liked the quick continuation idea he had. Originally this did actually start on the white tick. After several listens I swapped it back to the old one.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - This part gets progressively louder. I would add an inherited point every white tick (two beats) and increase volume each time. Then reset it back so 02:46:420 (1) - and 02:48:170 (1) - are at the same volume or are close to the same. Sure, I like this idea.
This difficulty looks really good. One other comment I have is how far the jumps are spaced at times like 02:29:356 (3,4) - . These are jumps that probably push the difficulty up by a pretty large margin. I would suggest trying to make the jump spacing a little shorter. Thanks! The idea behind this map is to increase the intensity of the map as the song builds up by slowly upping the spacing till it hits a breaking point. That pattern and the last set of back and forths are the apex of the difficulty in the map, as they should be. I don't know if nerfing them any more than they are would be necessary, I could push them a bit here and there but the result wouldn't be much different.
Solid set overall. Should be close to being ready to go for rank. Good luck~ I appreciate that Thanks very much for the quality mod \O
Warpyc wrote:
eyo mod arrival Hello hello, you're totally not here just to circlejerk some SP on the map, no sir, not at all. thanks for modding
Twist
00:27:725 (4) - http://puu.sh/nKSXH/4282fdff2b.jpg triggered Oh no.
00:32:758 (4,5,6,7,8) - Rotate stream for cooler looks and flow? http://puu.sh/nKT1V/5c90007aec.jpg Hmm, I like the current downward motion from 3 plus the circle back to 1. Can adjust if needed later.
01:09:509 (5,3) - are you even trying? MOFO. As a matter of fact, no I didn't even notice that when making it `-`Unintentional half assed blanket fixed.
01:10:603 (3) - sacrifice a bit of blanket for sexier overlap? (overlap with 01:11:915 (1) - slider end) Ah yeah why not
01:55:667 (2) - idk if this matter since theres quite a bit of time to readjust aim but thats quite a big spacing differance compared to earlier in the slow section Oh oops this was an oversight from a previous fix.
02:19:075 (4) - this flow is akward, cursor wants to keep rotating same direction, ctrl h and obviously readjust following notes Hmm agreed. Changed.
02:20:169 (1) - this ends on a yellow tick, extend to blue tick? THAT'S why this sounded slightly off. Dammit.
02:49:482 (1,2,3) - I will never forgive you Git gud :^) If this is really a problem, I've heard ten or so opinions on this here pattern and I have a couple ideas to change it but I reeeeally don't want to
Insane
00:31:663 (1) - Imo but this slider looks bad to me, very personal though I like cane sliders....though I do relent that they are kinda situational
02:20:169 (1) - Is it intentional that this ends on yellow tick, doesnt work well imo Nope, not intentional
02:47:514 (6,1) - the spacing decrerase here feels weird and this doesnt look good imo http://puu.sh/nKTFX/260d771f42.jpg taht (6) triggers me so hard Moved the 6. I treated the two patterns as separate instances of the drums, hence the drop in spacing between them, since it goes up down up.
Hard diff is fine Eyy
Advanced
http://puu.sh/nKTJI/66ad6e2e06.png you obviously intended for this but just having two parts that breaks the ds just feels weird and unconsistant imo Both those patterns rely to some extent on slider leniency, it's a common practice in most of my higher diffs, this shouldn't be a problem imo.
Normal
Idk you are kind of smart so I guess you found some kind of loophole or something I'm unaware about but iirc dont you need an easy diff unless the normal is below 2*, which this isnt Hmm, what are you on about, this isn't more than 2 stars :^) there was a slight problem with the diff which was fixed, dw dw
Set looks good otherwise imo, I'm awaiting my first 300pp play, good luck with rank It will not be 300pp! You're deluding yourself
Rokkea wrote:
wow spooky bg Hue hueNormal
- 00:37:570 (5,6) - The distance spacing seems alright on paper, but circle 6 is right below slider 5 which gives the illusion that circle 6 is a lot closer. So two things can happen : player doesn't follow slider 5 fully to go to circle 6, or player follows slider 5 and encounters difficulty turning such an acute angle to the next pattern. to fix this, you can simply adjust slider 5 to be pointing downwards to circle 6 via any good way you think of, or just ctrl+g 5 and moving 6. This is the second complaint about this so adjusted.
- 01:02:290 (5) - Maybe bring the start of this circle higher up so it's more comfortable to move the cursor, given the direction of the second half of the previous slider being way different. (ctrl+g is great too, but the next slider is well.. meh to travel to.) Fine.
- 01:16:728 (6) - the pattern seems okay, but this 1/2 slider breaks your consistency throughout that section since it's two beats instead of just one. In case you're wondering, 01:30:729 (6) - is okay as the next part is already something new. Yeah, the filler beat there is meant to show the rise in intensity with an extra beat at the end of the pattern.
- 02:14:918 (1,2) - Circle 2 is frankly pretty shocking. For about 1 1/2 minutes, you've been mapping only 3 1/2 beats for that part (which is slider 1), and now, not only it's 4 beats, the circle is on a tricky red tick. I'm aware that for the kiai section, it has changed to 4 beats, but still I'd rather play 2 1/2 sliders than a circle at red tick. Changed to two sliders.
- 02:37:669 (4) - MY EYES (just a small blanket fix please!) Gah, adjusted.
- 02:49:920 (1,2) - You placed a kiai section here, should you make it 4 beats here just like before? At the moment there isn't much rise in intensity, I mean the patterns are as light as the non-kiai parts. The 4 beat at the last section was actually due to the drum beat that lands on that 4th tick. It's off beat compared to everything else but loud enough that not mapping it would sound weird, so I was forced to make two four beat patterns out of the myriad of three beats. Everywhere else, that off beat drum doesn't exist, so mapping it here would be an overmap
Advanced
- 00:27:069 (2,3,4) - Gah you only placed this pattern here once and replaced it with just a 1/2 rhythm for the rest, this irritates me so bad. Make up your mind whether you want to use this pattern in the other repetitions or just remove it entirely, there is just no consistency there. Oh this was oversight from me getting rid of all the triplets in the map. My bad my bad.
- 01:30:291 (4,5) - Just a personal preference, but if you want this part to be easier than the other two parts (which is nonstop circles), then I'd recommend changing this to a reverse slider instead. (i don't know why, but circle 5 seems wrong to me too) Eh I like the way this one displays a pattern and then the next one is the same pattern but all circles, to show a clear increase in difficulty,
- 01:33:354 (2,3,4,5,6) - I don't think tilting this by 5 degrees work that well as the angle change from 5->6->1 is feels somewhat weird, like if 1 is right on top of 4 the angle change feels so much better imo. Also, do you think tilting the entire thing by 10 degrees (or just 5) feels better? For me it does. Hmm, why not.
- 02:21:919 (1,2) - and 02:25:419 (1,2,3) - I think there should be a note in between these two (1 and 2, 2 and 3) since a 1/1 rhythm isn't really intense for a kiai section. I agree!
- 02:29:794 (5) - I feel this slider can be better emphasised if it is positioned with a directional change from circle 4. Something like this can work. All right.
Hard
- 01:00:977 (4) - That slider looks like it's suffocating itself. Adjusted....
- 01:17:165 (1,2,1) - and 01:20:666 (1,2,3) - , one of these is not like the other... or at least start off with the jump with the smaller distance spacing, it's kind of awkward intensity-wise. Ah dammit looks like the lower SV fucked the numbers so I looked at it wrong.
- 01:17:603 (1) - Rotate by 90 degrees or something similar for a better angle of movement after that massive jump. Something went wrong here with these sliders, adjusted.
- 02:29:794 (5) - This position don't really fit due to it being super close to circle 2. Maybe this works better. The thing about these last three beats in this pattern is, the buildup and bass drops off right before the last three violin notes, meaning those three are less intense than the previous four. Hence why this is a slider and why it is closer to 4 than 4 is to 3. The anti jump is intentional. If it looks bad I could fiddle with it maybe but the spacing is on purpose.
- 02:49:482 (6) - Perhaps have this point to the direction of circle 1 to help the player prep for the jumps afterwards. Could have sworn it was....
Insane
- 00:46:539 (3,4,5,6) - These kicksliders are pretty close together to the point of feeling a bit cramped and boring to play. Maybe you can spread them out and have them like jumps, that sounds a lot more interesting to me. Eh all right. If anyone complains about spreading, because I don't have them in Twist, I invite them to look at the quint spam that isn't present here \O/
- 01:03:165 (1,2,3) - Pretty confusing to read and hard to hit imo, the position of 2 can be a lot better too. Try placing 2 on top of 4, maybe you'll find it better. This is used repeatedly throughout the map though, it can be a bit jarring to begin with but you can't play the map without being able to play this pattern >.<
- 02:43:357 (3) - This jump is significantly higher than the rest of the map I feel... To be exact, this part does not warrant a jump this intense (when you have a kiai that intense that doesn't include jumps like this) with the jump leading to a 1/1 slider. Try something simple, like this instead. /Moved 2 closer instead to avoid an overlap with 4, though I liked the idea I'll grant.
- Not much else to mention since the jumps are okay to play. Eyy thanks.
TwistMapset is pretty fine, I enjoyed specifically Hard a lot. Good luck! Thanks for the mod, it was a good one! I also really like making Hard difficulties, so hearing that you enjoyed it makes me very happy
- 01:00:758 (4,5,6,7,8) - This direction of the burst is confusing ingame really, I'd say either move it to the sliderend of slider 1 or something like this. I really wanted to preserve the back n forth motion here, I think it works.
- 01:04:696 (5) - Straight line is x:104 y:84 goddamn (just nitpicking) Geh, fine fine.
- 01:08:196 (5) - ^, only just by 1 pixel to the right now though. (you know what, this is pointless, i'll stop mentioning these) Adjusted. I don't really mind to be honest, I don't dislike nazi mods, as long as there's other substance to it as well
- 02:27:169 (1,2,3,4,5,6,1,2,3,4,5,6) - I'm only commenting that there's T O O M A N Y horizontal jumps here, it just doesn't look really interesting. But that's not a problem really, rest assured it's fine. I could always make a huge star here somewhere. The point of the similar pattern was to highlight the large spacing changes between the patterns. How best to see a spacing change? Same pattern, different spacing, right? \O/
- 02:49:482 (1,2,3) - Don't you think ctrl+g'ing this part is better? Like it's a back and forth jump, at this moment the direction should be towards 2,4 and 6. But the 1 starts after 6, which means the direction should be towards 5, right?
Setz wrote:
[General][Normal]
- even though your normal is under 2 stars, I think you are going to end up needing an easy. remember that this is as much of rule as it is a guideline. and the main reason the map is under 2 stars is because of the bpm, while you have some patterns and rhythms here not fit for the lowest diff I've actually been thinking about this one, when I originally made the Normal I took it as a lucky chance that it ended up below 2 stars and didn't ask too many questions. The slow BPM makes the SR behave out of the ordinary so it makes sense. I really hope I don't need an Easy though, the Normal isn't that bad I don't think.
[Advanced]
- 00:45:226 (6,1,2,3,4,5) - maybe you can shift this pattern to the left, so that the flow to 6 doesnt feel so stiff coming from the previous note. I know this will take some re arranging of stuff, but I think it will improve this part significantly. Shifted to make a triangle type thing here.
- 01:14:978 (3,4,5) - i am actually not sure about this, if this set had an easy, this would be fine, but seeing as this is the lowest diff in the set, having the 5 appear before the 4 in the playfield might be something that could cause a DQ. Agreed. Did something different here.
- 01:27:666 (1) - perhaps move this down some, looks and plays nicer Okay why not.
- 02:14:918 (1) - the kiai is supposed to be more intense than the other parts of the map, and yet, it is actually much easier than say 00:28:163 (1,2,3,4,5,6,7) - due to the object density. You are correct, those harder parts are relics left over from the very first incarnation of this difficulty, remapped a bit to keep them from being the densest part of the map.
Pretty cool map overall , very rarely that I see symmetry used correctly, its just the diff spread that is the main concern Hey, I appreciate it. (Symmetry is love). I nerfed the beginning of the map some to try and keep it under control, we'll see I suppose.[Hard]
- 00:52:664 (1,2) - nazi blanket Adjusted
- 00:57:039 (3) - ctrl + g here plays nice with the up and down motion I like the sort of "bendy flow" I have going on here atm though,
- 01:17:165 (1,2,3,4,5,6,1,2,3,4,5) - maybe try to use a couple of sliders in sections like these that are very circle heavy just to give the player a break Hmm I had a pseudo symmetrical thing happening there but that's a lot of circles in a row for Advanced. Adjusted.
[Insane]
- 00:27:288 (2) - should maybe change the angle of this slider, would improve the flow here so it doesnt feel so stiff Why not.
- 01:17:603 (1) - not really sure about this drastic of a slowdown for these sliders, it doesnt really make much sense The reason for this pattern being present in all the higher diffs is because of how all three diffs start. The original slowdowns at 00:26:413 (1) - and 00:33:413 (1) - etc, are based on the bass sound in the BG which happens at those locations. As the violin became more prominent, the mapping of the bass disappeared slowly, and only showed up if there was a slider on the bass sound. When that happened, a slowdown was added to maintain the mapping consistency from the first section. This holds true for all three diffs.
- 02:43:795 (4) - kinda weird inconsistent spacing here Flipped some things.
[Tweeeeeeeeeeeeest] eeeeeeeeeeeeeeeeeee
- some of the jumps in the starting section are pretty huge imo, it doesnt really fit since the song starts clam and builds up. examples 00:29:913 (1) - 00:31:663 (1) - Hmm, you're right. Nerfed 3 or 4 sets of these.
- 00:47:195 (3,1) - this plays really badly. the motion from 3 to 1 is very fast because of the jump, and then 1 is a slow slider that stops all that momentum. you can fix this by reducing the distance of this jump I think I am missing something here, there is a kickslider pattern in this section that goes up to 6. I could not find a pattern where a 3 is followed by a very slow slider.
the lower diffs are cool, I just dont know about those slow sliders you have, they really dont make much sense to me but maybe i am missing something here. anyway good luck with the map! Thanks! Again, those slow sliders are for the bass sound that shows up in the background, that deep rumbling noise. I didn't get too many complaints about those, but if they feel ungainly I could do something different there. As the song is insanely repetitive I think the different structures are appreciated a bit more though.
- 00:36:257 (4,5,6) - should make this evenly spaced, i kinda get the effect you are going for here, but the distance is so small that it doesnt make a difference and just looks sloppy Okay
- alot of random spacing changes that I dont really agree with, example 01:12:353 (2,3,4,5,6) - is the same as 01:15:853 (2,3,4,5,6) - in the music, but the spacings are very different. I know the concept of build up etc etc, but these increases are overdone imo Hmm well the whole point of that spacing change is the buildup, it was manually adjusted to increase bit by bit and then finally explode right before a break followed by a super slow section. If they feel a bit overdone, I can understand that, I suppose. This was the first difficulty mapped for this mapset, and it was intended to be like 4.2 or 3 or something. I never imagined I'd get a 4.6 out of a slow ass song like this one but when I followed my gut to place notes it got me this <.< I tweaked these jumps a lot after getting many testplays and opinions on what worked and what didn't. The prevailing opinion seemed to be that they were justifiable, at least. Whether they were good or not was more mixed, but I got the vibe that while slightly too much maybe, they sort of work. I can always poke around with them a bit more, but in my honest opinion there isn't much more adjusting to be done unless a remap of certain sections is necessary.
Thank you, I appreciate it very much! The slow section in particular threw me off a bit when I was trying to check the timing, and I asked around a lot to see if it was all right or not. You have my eternal gratitudeWarfu wrote:
Hey sup! From my Timing Queue ^_^
The Offset is perrrrfect!!! There's no need of a second offset.
I didn't find anything bad with the Timing, the fact that it has that .136 made it seem a bit suspicious at the Start but it is completely accurate with the song. Two things you can use to prove your Timing and Offset are these two factors that mark the rhythm of the song:That single Timing Point is very accurate to these two factors in the song at every moment.
- That echo-like sound (in [00:07:162] [00:21:163] [01:50:471] etc.)
- The drums in 02:14:918.
Woooah, wonderful piece of soundtrack, I love movie soundtracks <3 (I often listen to movie soundtracks )
Exactly!!! *w*Arf wrote:
I love movie soundtracks too! I feel they are sometimes forgotten or underappreciated despite helping to set the mood so much \O/
FrostxE wrote:
m4m from my modding queue
General
in Normal 02:08:355 (1) -
in Hard 02:07:918 (1) -This is gray already?Oh you meant Advanced
They should be grey color to match up with the rest difficulties? also as in the same verse before the chorus. All right
Normal
fine, ignored some blankets as they are unnecessary to game-play wise Eh, I feel like they should be fixed even if they aren't super important, unless it's like a single pixel or something.
Advanced
00:50:695 (5) - could go up a grid for spacing to maintain 1.2x, mentioned here because they are noticeable by the mirrored pattern on 00:49:164 (1,2,3) - Sure.
Hard
I don't think slower sliders like 00:26:413 (1) - 00:33:413 (1) - 00:40:414 (1) - 00:47:414 (1) - 00:54:414 (1) - 01:01:415 (1) - would work for Hard diff at any cost. It depends on you whether you want to keep them or not. I feel they are sort of needed for both spread and keeping the rhythm among the higher difficulties similar and/or consistent. I can kind of see why they can pose an issue, but also, having the beginning be too much easier than the ending is also something I wanted to avoid - even if it means being difficult in different ways.
Or if you persist to keep them, a kick slider after it wouldn't be good. I would replace 00:27:069 (1) - by 2 circles to be a triple as I find it read easier like what you did at 00:41:070 (1,2) - 00:55:070 (1,2,3) - and 01:02:071 (1,2,3) - . It is not making it easier to use slider for stream like that. Simple triple with 2 circles and 1 slider after is good to play enough. Don't forget it applies to other mentioned points above. Okay, I can agree with this, from my personal experience also. I changed the ones after the slow sliders as they pose more of a challenge, I did keep the other normal ones though, as I feel that some variety may be desirable.
01:10:603 (3) - move up 2 grid to make it 1.08x consistent with the previous ones Okay.
01:11:478 (5) - ^ All right.
Insane
fine, would be fun for DT I can't play DT >.<
Twist
Might as well use OD9 to be more challenging, besides that I don't get most of jumps in this difficulty. The music wasn't composed in monotone, varieties exist in this song, and thus spacings can be different to follow music. However, all I see in this difficulty is a bunch of jumps that don't correlate with the music in most parts, but I guess that's what makes people love playing them. I feel that you may believe that this is just another "jump map for all pp" or something similar, I hope this is not what you think as that was not the intention behind this map I think OD 9 is unsuitable for a number of reasons, it ruins the linear progression of the OD (Insane is 7, Hard is 6) and also at this sort of low BPM, OD 9 nomod is an absolute pain in the bum. The map is not challenging enough to warrant it imo, it would feel (if I may use the word) cancerous. Improperly high OD was the main reason I was unable to enjoy the last difficulty of this map and I wish to learn from past mistakes, not repeat them. If you feel this was mapped for some sort of DT meta, well, I cannot convince you of my intentions of course, but it is not the case. I relent that it may look that way but I cannot do anything about the impression it may give
As for the spacing, I must admit I am a bit confused as to your assertion that it could vary more. As the map progresses, the spacing increases slowly in keeping with the rising intensity of the music, so it does vary, albeit slowly and one dimensionally. I may be misunderstanding your words here, but to my knowledge, the spacing does follow the music as it rises, not necessarily with each and every pitch change, but to the best of my ability. I feel that this correlates with the music, but if you feel differently I would love to hear your thoughts.
It's because your Insane is good. It fits the music represents (in my opinion) in a way that isn't making the map too overdone. OD8 on Insane would be cool if such Twist didn't exist. As you said that it is not "challenging enough", I would regard this one not only the way OD is, but also the way you map. That's why I think you shouldn't make anything more challenging than the current Insane.Arf wrote:
I feel that you may believe that this is just another "jump map for all pp" or something similar, I hope this is not what you think as that was not the intention behind this map I think OD 9 is unsuitable for a number of reasons, it ruins the linear progression of the OD (Insane is 7, Hard is 6) and also at this sort of low BPM, OD 9 nomod is an absolute pain in the bum. The map is not challenging enough to warrant it imo, it would feel (if I may use the word) cancerous. Improperly high OD was the main reason I was unable to enjoy the last difficulty of this map and I wish to learn from past mistakes, not repeat them. If you feel this was mapped for some sort of DT meta, well, I cannot convince you of my intentions of course, but it is not the case. I relent that it may look that way but I cannot do anything about the impression it may give
You could say your spacing follows the music as it rises over the song, unfortunately, as a result, it will be out of place when your default spacing becomes something outrageous, for example, 3x or more. In that way I don't think I can find any differences in the way you map anymore, especially in choruses when object placements are everywhere on the screen, would I call that full-screen jumps? Beat placements are fine but hey I think you could tone them down a little bit? However, I respect your thoughts that you put into this map, it plays fine by player's aspect but OD9 would be nicer since rhythms are simple, the way it plays wouldn't be that much different between OD8 and 9, but it may result in noticeably different amount of pp at the end. I'm not joking to ask you for an OD9 but that's up to you.Arf wrote:
As for the spacing, I must admit I am a bit confused as to your assertion that it could vary more. As the map progresses, the spacing increases slowly in keeping with the rising intensity of the music, so it does vary, albeit slowly and one dimensionally. I may be misunderstanding your words here, but to my knowledge, the spacing does follow the music as it rises, not necessarily with each and every pitch change, but to the best of my ability. I feel that this correlates with the music, but if you feel differently I would love to hear your thoughts.
It'll get through just fine \O/FrostxE wrote:
Thank you for that, I hope the map will pass qualified zone c:
However, just to mention that I understood most of your points, OD9 is just a suggestion that I have strong reasons behind. But if you are told it's not comfortable to play, or you feel reluctant to use OD9, you should use the OD that you feel wanting the most, and please don't be considerate by what I wrote, I'm ok with that c:
have a star o/
Silverboxer wrote:
from my modding queueNormal
00:22:038 (2,3) - blanket is slightly off Sort of adjusted
00:29:038 (2,3) - ^ Adjusted
00:35:163 (1,2,3,4,5) - blanket between 4 and 5 is bigger than the ones between 1 and 2 or 3 and 4 I can't budge this without making the DS 1.17 which is too different from the requisite 1.2 in this section for my liking.
00:42:164 (1,2) - spacing and blanket slightly too big. if it looks weird from moving slider 2 closer, then rotate it a bit Moved closer
00:48:289 (5) - make the spacing here 1.27 and not 1.2 so it matches the other two blankets in this combo (or make the other two smaller) All right.
01:05:352 (4,5) - these aren't snapped to grid, or symmetrical Somewhat adjusted
01:08:852 (4,5) - ^ Remade
02:46:420 (1,2) - blanket slightly off Adjusted
the style of this map makes it hard to find stuff wrong with it. mostly just moving stuff around a bit and it will be fine Not 100% sure what you meant but all right.Advanced
00:21:163 (1,2,3,4) - all the blankets look awkward in this pattern There's only one real blanket, and it looks fine imo
00:26:413 (1) - not even blanket with 00:25:538 (3) Adjusted
00:27:288 (3) - ctrl + > flows better maybe Did something different here
02:53:420 (1) - move to x:340, y:56 Eh, I prefer the straight line.Hard
00:22:475 (4,1) - fix blanket Sort of adjusted but I'm not going the whole nine yards because that ruins everything about this pattern and slider.
00:24:663 (1,2,3) - sliders 1 and 3 aren't snapped to grid or symmetrical Adjusted
00:27:069 (1,2,3) - overlap with last sliderDoesn't particularly matter, and non overlapping pattenrns point the wrong way.My bad I thought you mean the 3 slider overlapping with the previous one I didn't realize you meant the stack itself. My sincere apologies.
00:33:194 (4) - too close to next slider. move it a bit Adjusted
01:00:540 (3,4) - these slider shapes are bad for short sliders in my opinion. looks a bit messy I guess I can understand the opinion and one other person said something as well, but I like these shapes and I don't like constantly having the same shapes so keeping for now.
01:34:666 (1) - why is this in this spot? not sure where you should put it, but make it line up with the previous pattern or put it on x:256 or something Oh this got moved looks like, was a straight line
01:53:917 (1,2) - not snapped to grid or symmetrical Adjusted.
02:23:669 (1,2,3,4,5,6) - supposed to be a star shape? or just happens to almost be one? looks a bit uneven to me. maybe something like this? Nah, not supposed to be a star, the jump distance increase is intentional, don't want them to be the same distance. Bit ugly, true, but what do.
02:27:606 (2,3,4,5) - these are quite close together when the rest of this section is much further apart Adjusted.
02:37:232 (3,1,2,3) - ds is all over the place here. only reason I mention it is because it's so close to being consistent, but it isn't and the look of being so close to consistent distance snap makes it look odd Eh, I don't see much of a problem here, the rhythm is beyond well established by this point and any minuscule adjustments here don't change anything
02:40:732 (3,1) - ds is .9 instead of 1.0 All right.
02:41:607 (2,3,4,5,6) - move this all up a bit so circle 2 is closer to slider 1 Done
02:48:826 (3,4,5,6) - these should make a perfect triangle. then have the next pattern a bit moved away so it doesn't overlap Imperfect triangle is for the gradual spacing increase, it's not the prettiest way but it gets the point across.
02:53:420 (1) - not sure why this is here Moved to keep the spacing more even.
I didn't find much wrong with normal and advanced so I will come back and do insane and twist That would be much appreciated \O/ Thank you for the polish checks, Devil's in the details after all.
jonawaga wrote:
NM from my queue Heyo \O
Edit: New page whyyyy AhahahahaNormal~
- 01:06:665 (1,2,3,4,5) - Ctrl+h all of this. It makes the flow more comfortable 01:05:790 (5,6,1) - here as well as 01:09:290 (5,6,1) - here. Hmm All right. I like the different direction from the previous instance of the same pattern too, I should have thought of that. Nice!
- 02:38:107 (5,6) - These are sooo close to overlapping, curve it less. Adjusted in a different way
- 02:45:107 (4,5) - ^^^ Moved very slightly
Advanced~
- 00:34:288 (3,1) - To avoid having this point away from the next object, consider this or this I like the second idea very much! Good plan .
- 01:05:790 (5,1) - ^ This one I'd rather keep as the entire structure of this part sort of depends on the symmetric/asymmetric nature of the pattern and it's really hard to adjust without remaking many notes, but I'll brainstorm over the weekend and see if I can't make it better.
Hard~I'll have to stop there. I can't find anything in Insane. Good Luck~!! I appreciate the mod! Thank you for your time
- 00:25:319 (2) - Why is the spacing different? Adjusted.
- 00:27:069 (1,2,3) - I wouldn't stack this. The overlap doesn't look good. Ohhhhh the stacking is what Silverboxer meant. I owe him an apology. Adjusted.
- 00:41:070 (1,2,3,4) - It looks like you spaced this away to prevent an overlap, but it doesn't really follow ds, which is confusing. Unstacking it would make it look more clear. I'm not sure about this breaking DS? 0.99 on my end. I also do not want any unstacks in this difficulty to maintain consistency of difficulty as this sort of BPM triple is weird for Hard players and unstacking ups the difficulty a bit.
- 00:48:070 (1,2,3) - Same thing about the overlap. At this point, you either agree or disagree, so I'll stop mentioning it. I don't really like how it kind of overlaps 4....I map without stacking so I didn't notice this at the time. I think I may have to do something about this one, I might not blanket 4. Will see.
- 01:05:352 (4,5,6) - Are you sure about this? You could just lower (6) if you wanted. I can see why this poses as an "ehhh" moment. I can't lower 6 because it destroys the entire idea of this section, with the spacing slowly going up. I don't want to have a single inconsistent jump in a section built on build-up ;_;
- 01:17:603 (3) - Remember that you don't have to NC every time SV changes. I think you used a lot of NCs around here. While you're correct about NC spam, I have every single slow down slider as a gray or dark gray color to facilitate reading and I don't want to change that >.<