Yow! From queue
General
-For the volume drops etc use the inhireted timing points (green lines that control+shift+p stuff) instead of uninhireted ones you got now since these are solely meant for the timing points and that doesnt change (now your ending here 00:29:684 (1) - messes up the downbeats for example)
-Euhm I kinda put some stuff about how to make perfect wave sliders right at the end since I saw a lot of shapes where you wanted to use wave sliders were a bit messy so might want to read that first before adjust the shapes a little since the map will look a lot cleaner while playing the same
Easy
I checked your metal map and a lot of it applies aswell btw so I'd suggest changing that first
GL with the map man and call me back if you want a mod on the metal map!
General
-For the volume drops etc use the inhireted timing points (green lines that control+shift+p stuff) instead of uninhireted ones you got now since these are solely meant for the timing points and that doesnt change (now your ending here 00:29:684 (1) - messes up the downbeats for example)
-Euhm I kinda put some stuff about how to make perfect wave sliders right at the end since I saw a lot of shapes where you wanted to use wave sliders were a bit messy so might want to read that first before adjust the shapes a little since the map will look a lot cleaner while playing the same
Easy
- Check AI bot, it gives a lot of (minor) unsnapped objects
- 00:07:464 (2) - extend to the red tick like you did here 00:13:390 (3) - same sound and gives you better playability with all gaps being 3/2
- 00:10:427 (2) - would also place a red anchor point on the last slidertick here since its stands out aswell like you did with the previous ones
- 00:13:389 (3) - your previous wave slider looked better imo, would just copy paste that one and rotate it. I kinda noticed how you changed them so just put a straight line in the middle of the slider with the 2 anchor points instead and then just rotate them to get perfect waves
- 00:18:019 (1,2,3,4) - going by your NC style these should be indivuadlly NC'd since you have NC'd these aswell for the changes 00:23:945 (1,2,1,2,1,2,1,2) -
- 00:29:871 (1) - since the song fades out completly you can add a 5% soft setting at the end here to mute the spinner end
- 00:15:055 (1,2,3) - the density here might cause issues for an easy diff even if it fits, I wouldn't change it right now but if it ever becomes an issue just change this into a 1/1 return
- 00:06:908 (3) - add clap here aswell for consistency with the other 2 diffs
- 00:09:130 (1,2,3) - copy the hitsounds from ^ , same sounds
- 00:10:427 (1) - started of nice with representing the skipped beats in the song here, dunno why you decided to stop halfway though, here you did it nicely 00:16:353 (1) -
- 00:12:833 (3) - add clap
- 00:15:797 (3) - ^
- 00:21:906 (1) - remove NC messes with your NC pattern
- 00:21:906 (1,2) - inconsistent hitsounding accros diffs
- 00:00:242 (1) - would just start on the timing point here even if you have a those 2 1/6s buildup the slider lenght throws you off unnesserary (those beats aren't really noticable since its the intro) and this will make all diffs start at the same time
- 00:01:353 (4,4) claps would sound a lot better here since the finish sound is an extended one and that currently sounds a bit off since there aren't any cymbyls or anthing inthe song
- 00:03:204 (1) - stuff like this some1s gonna mention anyway but your blankets are a bit off mainly because of the slight misshape of the wave slider
- 00:05:797 (5,6,7) - no need for hitsounds here (definitly not finishes) since you haven't hitsounded these sounds before and it'll give 00:06:167 (1) - more impact if the previous ones aren't hitsounded
- 00:05:982 (7,1) - these should be start of your 1.6 (emphasizing the note you're jumping too, which is 1 here) same reason you decided to back to 1.2 here 00:06:907 (3,4) - and not later
- 00:11:908 (6,1) - ^
- 00:13:389 (1) - ds here + ugly wave (also not stopping on the red tick here like earlier and in all prev diffs?)
- 00:18:019 (1,2) - 2 1/2 sliders sound a lot better with the music here since the middle of the return is really weak and now you emphasized the last red tick instead of the stronger white ones this way
- 00:19:501 (1,2) - ^
- 00:22:464 (4) - NC here judging from your NC pattern
- 00:23:945 (1,2) - etc similar to above, emphasizing the weak red note on (2) instead of the stronger white ones doesnt really sound well with the song. If you want a rythm change for diversity here, try something like this for example and see how that sounds when hitsounded
- Double check your hitsound consistency across diffs incase I missed some btw
- Put the slider in the middle
- Make 2 vertical anchor points on the middle line aswell (depending on how much you want to curve you can make the line larger etc usually touching slider borders is mostly done) like
- Pick and hold the slider end and control + h => drag the slider end your holding on to the beginning
- Control + h again and release the slider point
- Now its symmetrical wave slider which you can check by control + g, after that just reposition as you like with control + r and stuff like here for example
I checked your metal map and a lot of it applies aswell btw so I'd suggest changing that first
GL with the map man and call me back if you want a mod on the metal map!