Hi, sorry for being late~
General:- Seems fine
Lunatic- 00:32:593 (1,2) - 00:46:135 - this part sounds so bad, because you ignored completly the vocals at 00:32:802 - after being mixing rhythms at the before and after parts for example: 00:33:218 (3,4,5) - etc, just do something like: I believe the snare drum deserves to be clickable, so I changed it in a similar way.
- 00:37:385 (6) - almost touching the hp bar, could you move this some grids down? fixed
- 00:40:510 (2,1) - 1/1 gaps need a masive spacing or a super noticeable antijump, your current way is something that I don't agree, because is super confused to play, mainly in a map like this where you have 1/4 and 1/2 jumps, maybe move 00:40:927 (1) - to 00:41:656 (5) - used your suggestion
- 00:53:432 add a circle here to fix your polarity issue, click on 00:53:635 (1) - is so weird because the previous slider ending at blue tick fixed
- 01:00:198 - why is the break is delayed here? this part is still part of the previous section and doesn't need it at all, since is not like 03:27:593 - where the effect work super well and fit the music, so remove the rest of them >: I have no idea how that happened. fixed
- 01:18:218 (3) - use 1/4 repeat slider instead, there is some strong sound at the blue tick I think a repeat slider would kill the flow, so I changed to 1/4 slider + note instead. same change in the 2nd kiai as well
- 01:29:052 (1,2,3) - 2 is stronger than 3, still 3 have more spacing than 2, it doesn't make much sense, at any case just use the same spacing between them fixed
- 01:50:510 - don't ignore this sound, you are mixing vocals and instrument most of time, so when you do things like this it sounds super inconsistent The section from 01:47:593 - to 01:59:468 - is completely different from the rest of the song and doesn't have any drum sounds, which is why I chose to exclusively follow the vocals here. Adding a note on the white tick would kill the emphasis on the sustained vocal at 01:50:406 -
- 02:22:593 (1,2,3,4,5,6,7,8,1,2,1,2,1) - this is super cool, maybe best part of map
- 02:27:177 - again sounds awful when you ignore this kind of beats because of your mix rhythm, just do like (basically the same rhythm as your first kiai):
well, there are no drum sounds this time around, but fixed according to your suggestion - 02:44:156 (8,1) - nazi stack is off fixed
- 03:21:239 (1) - blanket is awful, you can do a better one with a 3 points slider..:
let's pretend you didn't see that - 03:25:927 - finish this section here pls, use 1/2 slider with the previous object, but your current ending point doesn't make much sense to me, yeah you following drums, but still the secion is based on the melody I don't see why 03:25:927 - would make a better ending point. Hmm... I hear an electronic sound that ends at 03:26:135 - so I changed to a 1/1 slider instead. Maybe that's more appropriate?
- 03:57:802 - there is a vocal and there are no reason to ignore it, atleast use a 1/2 slider, similar in 04:00:093 - there is a fair loud sound and you still ignore it-fixed both and also at end of 2nd kiai
Hard:- 00:36:760 (1) - this doesn't need NC at all, even if is an antijump is readable enought without the NC fixed
- 00:40:510 (5,1) - Add more space between them to avoid any confuse with a 1/2 jump fixed
- 00:53:427 - same as insane, I'll love to hace a circle here to avoid the awful polarty issue. fixed
- 01:04:260 (1,2,1,2,1,2) - I consider this jumps too much for a hard despite the slider leniency, just change the whole pattern to something more appropiate, after playing the diff without any noticeable jump we found this, most of players will break or miss here (players that are supposed to be playing hard diffs) reworked the pattern, hopefully it's better now
- 01:14:052 (5,6,7,1) - don't stack different gaps in the timeline is super confuse to play specially for a hard diff, unstack 1 fixed
- 01:33:218 (3,1,2) - similar, but this one can work better, I still prefer if you remove this one too ^
- 02:53:218 (3,1,2) - ^ ^
- 01:44:885 (3,4,5) - not that important, but this is touching the acuracy meter alot, touching game elements doen't looks that proffesional, also you can do something else. fixed
- 02:22:593 (1,2,3,4,5,6,1,2,1,2,1,2) - again this sections is being too much for a hard diff (comparing it to the rest) this par will need a bit of nerf I hit it with a nerf bat
- 03:25:927 - same as insane diff did same thing
- 03:37:593 (1,2,1,2,1,2) - too much for a hard diff, even after a break o.o ok O.o
- 03:48:843 (4,5) - reduce the jump a bit, looks a bit too much for a hard diff of this lvl did this and also slightly nerfed a few more jumps in this section
Normal:- 00:53:010 (4,5) - this not going to happen in a normal diff, change the rhythm to something less confused, I'd do something like (despite not being the best rhythm choice is something alot less confused than your current one):
T.T changed to your suggestion - 01:47:593 (1,2) - spacing is a bit off fixed
- 03:25:927 - same as the other diffs same fix
Easy:- 02:40:093 (4,5) - make this a slider, the current way is something too hard for a new player, you know the polarity change 02:39:468 (3,4) - fixed and also changed similar pattern in first kiai
mmmm need to see your reply to my mod first, to decide what to do here.
thanks for the detailed mod! on the point(s) I didn't agree with, I am willing to reconsider if you feel strongly about it, but I prefer the current rhythm.