thanks for modding!Momochikun wrote:
yuikoyuiko <3
start the song on the same time ? well that's kinda inconsistent when enh start 1/1 later with the higher diffs,
you can try adding a note in easy, 1/2 in normal and a kick slider on hard to keep them on the same pace. added a repeatslider on hard for now. I don't really want to map that in e/n cause it feels way too "throwing players into the song" which I don'T really see as too friendly for beginners, it's just one object anyways
[Standard]
00:12:561 (3,4) - pretty off rhythm here, by dragging 00:13:221 (4) - 1/2 earlier you can make it play smoother as it's following the vocal focusing on drums+guitar herfe works better to get a fitting rhythm with less density and okay polarity
00:39:759 (6) - missing clap right, added for all lower diffs. I mapped Unlimited first and a 3/4 vocal slider goes over it there so that explains
00:49:320 - a note here representing the drum wouldn't be so bad imo. it could build the feel before the kiai would ever have to space, which doesnt fit difficulty curve of this or stack whick kills emphasis for the cymbal :/
00:57:891 (2,3,5) - idk about this, 00:57:891 (2) - i would make this note and 1/1 slider usually. do you hate smth like that ? well usually 1/1 slider do represents vocal better than a slidertail, that's pretty weird to play imo but that ignores the vocal way harder since the slider ends on drums and goes over a new syllable, not what I like to do :d
[Hard]
00:04:649 (1) - you might want to move this a bit downward since it's hitting the hp drain box right now, you need to move the entire section 00:03:990 (2,3,1,2,3,4) - to keep the pattern neat likely I'll take "hitting hpbar slightly" here since the pattern is so nice and it would need to restructure so much and it would probably end up worse
00:16:682 (1) - the transition isn't really good there, by ctrl g-ing this one you could make the flow more smooth and later blanketing the note (2) so it would be a perfect down flow to (3). it plays reall good http://osu.ppy.sh/ss/5239905 circle kinda needs to be stacked to be consistent with other non-kick hits in this section and movement seems totally fine to me
00:38:770 (3,4) - err, this play absurd considered that you didn't space the other section 00:34:320 (5,6) - 00:39:594 (5,6) - like that, i'd rather make them consistent looool no idea what happened here, it's supposed to be stacked, fixed
00:39:759 (6) - missing clap ? clearly can hear the snare drum there
01:01:188 (4) - try to make jump from (4) to (1) instead of from (3) to (4) ? it's giving the downbeat pressure-thingy prefer emphasizing the clap
01:17:177 (1) - tbh due this shape i'd expect a note under the slider instead of above it.. lol lol I get what you mean but it's totally fine
01:12:397 (3,4,5,6) - make them on the same spacing ? it could represent the vocals better imo think small jumps for new phrases works better
[Insane]
try ar 8,5 ~ 8,8 instead ? you know.. 7,5 - 8,5 - 9,2 seems a more balanced spread increased hard ar a bit instead. insane spams so many overlaps etc that it works much better with ar9 for reading
00:00:529 (1) - tbh i think stream or 2 1/4 slider is better here ._. it's insane diff dude I get what you mean, but it's the first object of the map and it's a pretty easy insane overall so I'll let people get more used to the song's bpm/rhythm
00:03:990 (2) - pretty weird transition after the slider, how about ctrl g ? it could make a cool flow into (3) all vertical slider sections have either only downwards or only upwards movement on those sliders, so I won't break it here
00:24:924 (1,2,1,2,1) - meh i can't read 00:25:583 (1) - due to the stack behind the note and it's cover the slidertail. honestly this is really heard to read, try manually stack them ? smth like http://osu.ppy.sh/ss/5239931 would really help readibility here might consider this, but it's one of my favorite patterns in the whole diff and it looks great
00:30:364 (2,3,4,5) - i expect more movement here instead of stacking, since you did space them out on the similiar section before, like 00:27:232 (1,2,3,4,5,1) - etc. omg I always hate on those random-ass stacks people do and now I do it myself gg. spaced this out
00:32:177 (1) - change into 1/4 slider to represent the instrument ? may be fun to play too weak imo, didn't map this on any diff
00:56:078 (1,2,1) - just my random thoughts, but dont you think smth like http://osu.ppy.sh/ss/5239938 do play smoothier by their flowy circular stuffs ? and yeah i recommending that since it plays similiar like 00:58:715 (1,2,1) - doesnt work as well with the movement from 00:56:078 (1) - if people play the slider properly and gives less emphasis for snare
01:13:056 (3) - missing clap fixed for all diffs
00:39:759 (6) - ^ probably . or not ? if you did use hs copier vocal slider goes over the clap on all higher diffs here
[Unlimited]
00:19:814 (2,3,4,5) - try create a pattern here ? something like star looks good before changing phase err breaks my vocal/drum stack/spacing concept
00:33:166 (2) - it looks like player would click this earlier due to the dense rhythm before, i'd recommend adding note here 00:33:001 - prefer low density and it makes a great transition into this part. even if clicked early it will be 300 due to slider anyways and people should be able to read this
00:40:254 (1,2) - hard to read dude, really you need to ask some testplayers. the colorhax even make this harder to read since they were on similiar color and the sv is soooo low testplays seemed okay so far, but I increased sv for this combo a little to make it more visible
00:42:891 (1,2,3) - i'd make this a little bit visible by moving downward seemed fine for the people that testplayed so far and it looks mucch better that way
00:53:111 (1,2,3,4,1) - kinda a difficulty spike if you asked me, since Insane diff is particularly easier than most Insane does. gap seems fine to me, insane also had a jump sequence and some 1/4 here, just less spaced etc.
good luck !