holy sheela wallmod ty based sheela
(sorry mostly denials but hopefully my reasonings make sense as to why I chose to do things how I did. ><)sheela wrote:
[Serendipity][Extra]
- 00:06:042 (2) - This is inaudible without the addition of whistle or changing the level of the hitsound volume, and since this is the head, I suggest to make it more audible. You can also do what your difficulty Extra has done. spacing is exact as Extra and the design is almost identical? only sound inaudible cuz of deeeez keysoundszzzzz lul. It's so early and completely not-unreadable that the similarity with hitsound and keysound -shouldnt= be a problem.
- 00:41:899 (1,2) - You could expand the spacing here instead of 00:42:042 (2,3) - as it's pretty much the same as 00:41:327 (3,4) -. It's the same spacing because they share the same measure.
- 00:54:470 (10) - Somehow I feel this slider should be moved to 00:54:613 - instead. Both noise on 00:54:042 - and 00:54:613 - are practically the same, so I was thinking a slider should follow the same beat. It just felt right too to be honest. it's rather negligible here imo
- 01:05:899 (4,5) - I highly recommend you remove the circle out of the slider's end stack. Because the slider here is short, the circle covers most of it, rendering the slider's readability difficult. huh, I had changed it once before but I guess I'll revert the change. doesn't seem like a big deal but I suppose so idk. overlap or stack was my idea and both are impartial to me so yeh.
- 01:19:470 (9,9) - After hearing the section 01:14:327 until 01:16:613 -, the whistle on the objects mentioned doesn't sound very fitting, as both sections of streams have a very similar melody, or maybe they are indifferent, so they felt out of blue. I hear louder synths here tho? without the whistles it feels awkwardly empty and too many whistles is overdoing it imo. 1/6/17 whistle felt like a decent balance to me just so that the song feels like it's still progressing rhythmically and difficulty wise.
- 01:21:184 (1,2,3,4) - The beats on these objects are going pitched up (if I'm not deaf), so it kind of looks weird to see the kicksliders going down. The same is true to 01:21:756 (1,2,3,4) -, where the beats sound as if they are pitched down. Basically here, the first set of kicksliders should go up, and the second set should go down. This visually look logic with the music in my opinion. If I had thought of this as I made it, I'd say it would be a good idea to follow your suggestion. I've learned since this map and have implemented that idea in later maps but rhythmically this part is split in two halves so I have two patterns of kicks sliders. and that's as close to a compromise as I'll get here without having the need to remap everything prior or later lol.
- 02:02:899 (1,2,3,4,5,6,7,8) - Maybe reduce the spacing of this stream to make the next section 02:03:470 - stand out a bit more, since you can hear the crash? Nothing pretty much is changed during the whole stream. as i made this, the idea was 'this entire kiai is a stream, let it all be a stream' without much regards to splitting the kiai in half. I agree with your suggestion but instead of low ds I'd change to maybe kick sliders to increase display emphasis on the second half of the kiai but then that'd conflict with my idea of keeping it all to streams.
[Another]
- 01:13:184 (1) - lol this is almost repeated as in Serendipity. I said the same to myself lol. but it's different!! xd
- 01:19:470 (9,5) - Same thing about the hitsound in the section above. same above
- 01:21:184 (1,2,3,4,1,2,3,4) - Instead of repeating the same pattern twice, why not make a pattern different from the other? Both sections (01:21:184 (1,2,3,4) - and 01:21:756 (1,2,3,4) - ) do not sound the same. The first is played in a high key, and seemly to continue the scale up. The second is played lower than the first section, while it sounds that the scale is going down here. Repeating the same pattern for two different consecutive sections doesn't fit the logic to the music. tbh I think your suggestion is solid, however, doesn't make with my design really. flow-wise afterwards with your change i'd have to move later combos too much and they wouldnt work well with how my style for this. I also think that, with no offense to you, that you may be thinking a bit too much for this lol. The way I hear it is that the measure is split in half so I have two halves (two 4 circle combos) and I repeat them even though maybe it'd be a much stronger decision to follow your idea. But it's something for me to consider in future projects.
- 01:52:327 (5) - 01:52:899 (5) - I was thinking of keeping the repeat slider pattern 01:50:327 (9,10) - and 01:51:470 (9,10) -. Having two kicksliders doesn't seem quite well in this section. I would keep the kicksliders in the section 01:53:184 -, where they really emphasize the cymbal beats as they hit much close later on. Whereas 01:52:327 (5,6) - 01:52:899 (5,6) -, the sliders (6) are not doing much to the music in my opinion. I'll respectfully disagree with this because my idea is to INCREASE that buildup so it gradually gets more intense and builds to those kick sliders. repeat slider -> double kick slider -> four jumpy kicks is good buildup and finish. With your repeat slider idea, it might be okay too, but it doesn't give that STRONG finish I want for this section.
- 01:55:470 (1,2,3,4,5) - The jumps are big here, compared to the other similar rhythm, and it's the only pattern with this kind of rhythm that has a spacing 5.10x in-between the jumps. It's also a little less easy to play with this kind of jumps. So, I suggest you reduce the jumps at somewhere around 3.0x ~ 3.5x, based on your other patterns. stronger synth here than the former combo. I think it's quite fair to play when you account for slider leniency which is really why it's spaced this way. kiai time too. idk, doesn't feel problematic.
- 02:14:899 until 02:18:899 - Streaming a full 4 seconds of full circle in 210 BPM is pretty intense for Extra I think. Maybe you could break the stream by adding repeat sliders, as you did in the difficulty Another. this diff is really like, the original hardest diff in which case I had this idea and I think it's pretty good for hardest diff. Serendipity is like Extra Hardest diff if that makes sense lol so that it mostly composes itself for streams as the song is mostly in 1/4. This idea carries over to Serendipity, not the other way around. I like this more than using sliders mm
TIL this is a thing. Pretty cool forum. So let me see how to answer this: First are foremost, the synth spacing reason is for conditioning. I have weaker 1/4 spacing 01:15:470 (1,2) - because well, the music felt weaker there. And the synth stands out pretty harsh in the 1/4 area which is why I space 1/4 that way in the next combo. And it repeats in future parts so that's why I imitate that ONLY for the 1/4 synth parts. It's something small and subtle that I tried to keep consistent. Once the players reads 01:25:756 (1,2) - they know the following will be 1/4 since it's been introduced once beforehand already. As to whether or not its structure is good/bad is a different taste for everyone. Lastly for this 01:56:613 (1,2,3,4,5,6,1,2,3,4,5,6) - I had long space and short space 1/4's just for a design thing since repeating similar designs would be rather boring and the rhythm is identical enough to not confuse the player to think this should play otherwise. Also, thank you to Sonny for checking this~ In regards to how it is in Insane is for similar reasons although, not to the extreme that I show in Extra (as I believe that difficulties should introduce things early and be gradually getting harder in later diffs).
- 00:50:327 (1,2,3,4,5) - You're going a bit too far with this pattern. Since this is a 1/3 rhythm for this pattern, the spacing can be a surprise, and it looks too much for 1/3 rhythms, unlike your two other hardest difficulties where the path is pretty clear. It's also hard to play from my experience. I recommend you lower the spacing. You're right, I changed to two repeating sliders for this.
- 00:54:899 (1,2,3,4,5,6) - Same thing as above, but I feel you're going overboard for this pattern, as you have jumps that goes over 3.50x. I agree too, I also changed to repeating sliders and different pattern.
- 01:21:184 (1,2,3,4,1,2,3,4) - Same thing as in Extra above. Well, my idea was to make as squares really lol. Just style thing I guess. If it's something I noticed about this, its that the 2nd square needed (2,3) to be ctrl-g'd so there's that improvement I guess.
- 01:41:756 (1) - This is not an obligation, but the slider's end is touching the HP bar :^). that's something people care too much about that im just like eh, I map to music and design. xp
- 01:16:613 (1,2,3,4,5) - 01:17:756 (1,2,3,4,5) - and many more - I have doubts for this kind of patterns, as you put a jump for sliders with 1/4 rhythm, which was uncommon for me. Especially 01:25:756 (1,2,3,4,5) -. So I decided to search for opinions, and here's one.
[Insane]The spacing is pretty fair here since slider-leniency helps the player hit the sliders in 1/4. I try to condition rhythmically in this way so that future parts aren't confusing. To me, it also helps ease the idea for the future diffs.
- 00:20:613 (1,2,3,4) - This is also going over the top. I don't really see them as 1/4, and the flow is not that great due to the space in-between the sliders, so it was pretty hard to pass those sliders, and I think they are too hard for Insane. I guess what you can do is to bring more close, like this: Idk about "over the top". It might be a bit more difficult (just a tiny bit) but the spacing is less than how I show 1/2 spacing. I map it like this just to give a bit more movement before heading into the stream by utilizing slider-leniency.
- 01:56:613 (1,2,3,4,5) - 01:57:756 (1,2,3,4,5) - Like in Extra, but they may be too hard for Insane?
The spread between Normal and Hyper doesn't look safe. In Hyper there are usage of 1/4 repeat sliders, even consecutive in 1/4 rhythms, usage of 1/3 rhythms, little jumps, and some kicksliders. While in Normal there's mainly 1/1 sliders with also 1/2 rhythms. Although you can't do much with 1/4 rhythms in easier difficulties and with a high BPM music, this feels a bit like Easy. Therefore I recommend you add a difficulty in-between to balance the spread (to be safe too). The only reason I'll avoid adding a diff between Normal and Hyper is because not much can be introduced to show a different gameplay element that Hyper already does on its own (such as those 1/4 repeat sliders). I would've preferred to do that in Normal (i honestly tried to make it easy yet complimentary to the music but it ended up being around 2.2-2.4 or something) but RC rule has to be below 2* and even with so much limitation on myself for normal that it'd play like an easy yet still be approaching 2* is due to density with bpm yeh. it's hard with high bpm lol but I think the two diffs are okay next to each other. The song is heavy on 1/4s and various rhythms, Hyper introduces gameplay mechanics fitting to the spread imo.
Once you have (or may not) added a difficulty, gather some mods before a recheck from me.
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