Okay I got some time to look at some of the other diffs too this time~
Generally, the soft-hitnormal is basically inaudible for most intense sections to me, I don't get any feedback at all while playing, and even the drum-hitnomral isn't really audible either, so I'd try to either boost the volume of the current hitnormal or find some other hitsound to replace it
some basics for Hyper
I'm really looking forward to your response for all of this as I don't see much reasoning behind any of it, and I can gladly continue this for all other diffs if you find it helpful, but I feel like this is a very general problem of this mapset that isn't really moddable since it's the fundamentals that seem lacking here.
Generally, the soft-hitnormal is basically inaudible for most intense sections to me, I don't get any feedback at all while playing, and even the drum-hitnomral isn't really audible either, so I'd try to either boost the volume of the current hitnormal or find some other hitsound to replace it
some basics for Hyper
- Switch NCing at: 00:31:091 (4,1) since the new instrumental line starts at 00:31:091 -; 01:27:273 (4,1) - 01:42:000 (1,3) -
- Remove NC at: 00:36:818 (1) since you only NCd every second measure in the rest of the intro; 01:25:636 (1) -(didn't do that at 01:14:727 (2) - either); 02:55:909 (3,4) bc they never appeared in the rest of this section either and there's nothing new here;
- Missing hitsounds at: 00:58:364 - 01:05:318 (6) - 01:08:182 - 01:20:045 (4) - 02:07:364 - 02:07:500 - 02:09:273 - (wrong one at 01:57:818 -) - 02:22:364 - 03:04:364 (3) - 03:15:273 (3) - 03:25:636 (2) - 03:28:364 (3) - 03:53:454 (5) -
- 01:58:636 (3) - This being a slider seems out of place, I don't hear anything on the tail or any difference to the next combo at all, why not just a circle?
- 02:14:727 (5) - Maybe remove the last reverse to differentiate that there is no melody note there? or hitsounds it if you keep it I guess
- 03:25:091 - 03:29:454 - swap that hitsound lol
- Why are you only NC every second measure from 03:33:818 - on? I mean the map is slightly denser but the music doesn't change its pace at all or anything like that
- 01:47:454 (1,2,3,4,5) - Are you sure about this? afaik there is nothing similar in the whole rest of the diff, please tone this one down by either lower spacing or inserting sliders, for the sake of consistency and also for the spread
- Why is 00:52:364 not even clickable when 00:50:182 (1) is even a 1/1-slider? imo a 1/1-slider would fit there too
- 00:54:545 (1) - I understand neither the big jump nor the SV-increase, there is a slight increasing whoosh-sound >starting< there but that only becomes noticable after a bit more time; imo raising spacing and SV here already takes away excitement from when the next section starts
Related to that, it is imo pretty weird that 00:56:182 (1) has higher SV but then it slows down at 00:56:727 (1) - again, if you followed that previous point and not raised the SV at 00:54:545 (1) then raising it to x1,5 at 00:56:182 (1) would already have the same kick-effect but avoid this slow-down-effect 00:57:818 (5,6,7) - is the spacing so broken on purpose?nvm, seems like it is - About the whole section from 00:56:727 on: It is extremely confusing to me why you switch around with the spacing so much - The first two combos play relatively equal, then all of a sudden huge jumps at 01:01:500 (2,3,4,5,6) but then a huge slow-down directly afterwards at 01:02:182 (6,7,8,1) -; or, a really long really slow section at 01:05:454 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4) - but then suddenly a rather big jump onto 01:10:773 (5) out of nowhere - Along with the seemingly random switching between the different lines of rhythm, I don't get what you try to emphasize at all, the different rhythms contradict each other a lot but on top of that the spacing varies randomly too, all in all this seems extremely messy to me (not even mentioning that the inconstant spacing of the 1/4s makes the aesthetics look really messy too, varying between anything from x2,0 to x3,0 whilst having almost the same gameplay effect doesn't make sense to me at all - Try to have a certain distance for certain types of gaps, don't just place them remotely random, it's extremely weird to sometimes see equal spacing between followpoints, then uneven spacings, then a follow-point being half-hidden under the circle already or one additional follow-point showing a bit)- 01:18:273 (7) - Maybe make this two circles since the melody has two notes here? differentiation please
- 01:21:000 - Missing hitsound? I'm not checking them bc after looking at the Hyper I feel like you should recheck all hitsounds in all diffs yourself again, but this one really sticks out
- I already find it quite weird that you ignore all minor downbeats from 01:13:909 (7) on, like 01:15:273 - 01:17:454 - etc because that creates basically 3/4-gaps of not doing anything for the player even though there is still much happening, and I guess your reasoning for that is that the melody doesn't have a new note there, and I beg to differ there - The melody doesn't change pitch, but it definitely has a new beat on those - But even following your hypothetical reasoning, why is for example 01:21:818 not clickable, but 01:21:682 - instead? please explain this to me because I don't see any logic behind those rhythm choices at all
or suddenly 01:28:364 is being mapped, why? - 01:22:091 (5,6,7,1) - This is a good example of what I said about aesthetics earlier - These notes have a difference of 0,25 in spacing, which is easily visually noticable and looks not quite good to me, but it doesn't change anything for the gameplay at all because the slider-leniency makes all of those really easy anyways, so I don't see any reason not to space them the same.
Also, I dislike that pattern, like many others, extremely rhythmically because it doesn't differentiate at all between objects having melody-notes on the or not, here 01:22:773 doesn't have anything at all in the music but gets mapped exactly the same as everything else, or for example 01:24:545 (7,8) - completely ignores the melody bc it maps notes where no melody-notes are, and furthermore this is then mapped exactly the same as 01:26:727 (7,8) even though the melody has more notes there, and this missing differentiation occurs a lot and makes all of it seem so random, because there is literally no clue in the music or anywhere else why you mapped it like that - Another consequence of that weird spacing you have going on: 01:30:545 (6,7,8,9,1) this is a slow-down in the music, it leads to the next section which is much calmer, and you mapped it slightly less spaced than the previous combo, but this change in spacing has lost all of its meaning since you randomly do that all the time, for example 01:26:727 (7,8,1,2,3,4,5,6,7) has the exact same spacing even though it is muuch more intense
- 01:33:545 (7,8) - seems like you wanted to emphasize this with the higher spacing, but since it is just forming a straight line with (6) it doesn't emphasize neither (7) nor (8) at all
- 01:35:727 (7,8) - to bring more structure into this section, this should be stacked, just as 01:44:454 (7,8) is stacked, otherwise it just seems random again
- 01:44:182 (6,7) - You always spaced those with at least x2,0 , why such a low spacing here?
I'm really looking forward to your response for all of this as I don't see much reasoning behind any of it, and I can gladly continue this for all other diffs if you find it helpful, but I feel like this is a very general problem of this mapset that isn't really moddable since it's the fundamentals that seem lacking here.