_DT3 wrote:
From the Halcyon Team Modding Queue o/
I have to say, really nice mapset, gj ^_^
[Normal]Ok, from here on my mods might get kinda sloppy because I am not too good at modding these, so watch out
- I feel like you could have used more 1/2 since the song suggests it, the fact that this is a normal should suggest using more 1/2. About that though, if you do that you'd need to add in an easy to let beginners also play the map. I talked to Ayyri about this and she agreed with me. My easy diffs are pretty much garbage but i'll see what we can do
Although this requires more work, the reason is:
Looking at how it is now, there is a big technicality gap between Normal and Hard:
Normal: Barely uses 1/2 and mainly uses 1/1
Hard: Uses 1/2 a lot and has nearly the same spacing in 1/2 like the spacing between 1/1 in Normal
I thought about this by myself when i was making the difficulty but at that point of time it seemed like that would be the base difficulty and i didn't want to use 1/2s that much for it. (Quote the last ayyri message here) After seeing this i made up an easy and added some 1/2s into the normal. These changes are so recent and i haven't explored the idea further. More 1/2s will be added- 00:15:302 (3,4,5) - I feel like the usage of offbeat sliders isn't really that good here. Here 00:15:302 (3) - for example could be represented by a hitcircle due to the fact that the sound there sticks out more than the rest, then start a 1/1 slider here 00:15:655 - and then place a hitcircle 00:16:361 - to emphasise the sound there (which is also rather strong imo and gets less emphasized by the sliderend) Reasonable, fixed. Tweaked some other patterns aswell into this formula.
- 00:38:243 (3) - Though I know that you tried to follow the sound in the background, I think you could bring some more variety here and also map to the more prominent sounds, because the sound in the background starts to get more quiet there Remaking the sliders/patterns from 00:34:008 - to 00:42:478 -
- 00:56:596 (1,2,1) - I don't really know about this, but I think in normal difficulties you are only allowed to let a slider repeat once. Here it's twice. Technically i don't see a problem with this as the sliders are 1/1s and the newer players have enough time to react to them. But to avoid any further problems ill change them to 1/1s with no reverses
- 01:00:831 (2,1) - I can see why you've brought in the break between the objects but the pause unfittingly stops the motion of the diff seeing how the song is getting more intense There is just nothing to map there, no sounds, no vocals (that are NOT sound effects) just nothing. I have no idea what i would even put there, suggestions welcome. But i have that part like that for all of my diffs so i don't think i have any plans on changing that unless a better idea is represented
- Like I said earlier, try adding in more 1/2, especially in the Kiai, since that is the most intense part of the song. As mentioned before, will do
- 01:26:243 (4,5) - On a side note, try adjusting 01:26:949 (5) - to create a triangle here like you did earlier, because this doesn't look nice at this point Made it look better
- 01:30:478 (1) - Try removing the repeat and instead placing a hitcircle 01:30:831 - no matter if you add in more 1/2 or not because that sound should get more emphasized and adds a fitting diff spike as a finisher to the song Actually i think removing the slider compeletely and adding 3 1/2 notes makes a better finisher.
- I do like the style in how this diff has been mapped, gj
[Insane][Another]
- 00:10:008 (1,2,3,4) - I think the spacing could increase per hitcircle to represent the song getting more intense I have to change this super carefully if i want to keep the current vertical zigzag jumps as this 00:10:361 (3,6) - is supposed to be blanketed
- 00:11:420 (1,2) - Just about aesthetics, I feel like this feels a bit cramped right now, try moving 00:11:773 (2) - up a bit and adjust accordingly if you wish Reasonable but i moved the 1 down instead of 2 up so the 00:11:067 (7,1) - Sliderend(7)|Sliderhead(1) is linear.
- 00:18:125 (5,1) - Try spacing these out more in a way the spacing is small but they don't overlap, looks cleaner and plays nice Okay
- 00:38:243 (1,2,3) - This might have been intentional but these are rather hard to read and give for an unfitting readability diff spike Moved the notes around a bit and it should look better now and be much more readable.
- 00:42:478 (1,2,3,4,5,1) - For reasons of catching the intensity of the song better, try increasing the spacing here Okay
- 00:59:420 (1,2,3,4,5,6) - Same here as above, the song does get louder than 00:58:008 (1,2,3,4) - and currently they both have the same spacing, it wouldn't hurt much increasing spacing since it's 1/1 Okay
- 01:05:773 (3,4,5,6) - This plays rather weird although I can see that you tried to model it a bit after 01:05:067 (1,2) - . I wouldn't know how exactly to fix it, but try arranging them in a different way because it's not that fun to play. And on a side note, try increasing spacing 01:06:302 (6,1) - for a fitting diff spike I agree it begin weird and not fun to play but having a significant diff spike there would just hurt the difficulty, Pattern redone but kept the DS fairly similar
- In the last section of the Kiai, try increasing the distance between the jumps as well. Even if you want to stay consistent with the Distance, the song does call for bigger jumps due to the rising intensity, something like you did in the final jumps The difficulty is not meant to have super high DS as it's supposed to be around 4 stars. The song may call for bigger jumps but nobody came.
- Was actually really fun to play, gj again
01:04:361 (3,4) - 01:05:067 (1,2) - There is a significant DS difference that should be enough to tell the difference between the 1/1s and 1/2s The 1/2 jumps should be expected by a person that is able to play insanes as the beat is intensifying notably01:06:125 (1,2) - What about adding claps here? It's weird not having claps for that whole 1/2 sectiom there, and by adding claps there, it would serve as a finisher to that section I consider the finisher to be this 01:05:067 (1,2,1,2,1,2,1,2,3) - instead of just the two notes. Also the drum hits don't change at all for that section as here 01:03:655 (1,2) - you have a clear difference between the hits (Remove hitsounds logically first). Even though the drums for the jumps would be considered to be claps otherwise but it just doesn't sound good when used repeatedly like that. BUT i can change the custom hitsound for like soft-hitclap5 and the people who play w/o the custom hitsounds can have the same experience.
- 00:25:184 (7,1,2) - There is this sound that appears 00:25:361 - and 00:25:714 - . You could try syncing it both parts as where for example on both of these sounds a slider appears, but it's really optional because the pattern you have now is also rather fine I personally don't want to do anything to this because i don't want to spam kicksliders to diffs like this one (SR wise). I'm still aware of the sound and if this is somehow an bigger/unrankable issue just point it out and i'll look into it again. This has to be clickable 00:25:537 (1) - so only option would be a 1/4 kickslider here 00:25:361 - .
- 00:29:243 (3) - I suggest curving this up/down by a bit for a nice touch because when I look at these two sliders 00:28:714 (2,3) - I feel like it is a bit edgy right now, don't you think? Yes it would, though with the current pattern it's hard to do w/o messing it up (Specifically 00:29:243 (3,4,1) - Sliderend(3)|note|note) I'll try to do something though, maybe it will work and maybe it's a disaster
- 00:30:830 (5,1) - I don't really like the fact that these are so close to one another, it makes it look a bit cramped. Try spacing these two out a bit, can't hurt. It's only 1/4 (timeline wise) between the sliders so it would hurt (quite likely). Though moving it bit closer to the slider head (5) should do the thing
- 00:34:361 (4,5,6) - Same with the previous suggestion about the straight slider, try curving the first one up or the 2nd and 3rd to the right and left respsctively I'm totally fine with curving the first one but i want to keep the other two as they are intended to be like that because shapes like this 00:35:067 (6,1) - are personal for me (flattened triangles) though that may not be the best possible example of one. (a better example(s) 00:44:948 (7,8,1) - 01:06:125 (1,2,3) - 01:25:537 (6,7,8) - )
- 01:04:361 (3,4) - The fact that this is 1/1 and then after a little break there is 1/2 felt a bit sudden for me. Try doing something like https://osu.ppy.sh/ss/5935645 to prepare the player for the 1/2 I disagree because :
- There is not enough sound to map this 01:04:890 -
01:11:420 (3,4,5,6,1) - Just something for gameplay, these jumps play rather weird. Though I could FC them, they still required more jerky movements to me than the rest of the jumps Well some patterns aren't made to be comfortable. Though i did clean it up little bit. But just fyi i don't usually map "common linear jumps" (See every pp map nowdays) as i want my maps to be a technical challange aswell. (You can see what i mean by looking at the special diff)
01:19:184 (1,2,3) - I feel like this should be a 1/4 reverse slider because by making this a tripple, you're basically making it look like the music here 01:19:714 (5,6,7) - and here 01:19:184 (1,2,3) - sounds the same. Although both sound like they have 1/4, they don't really sound the same to me, or at least the pitch 01:19:184 (1) - and 01:19:714 (5) - doesn't feel the same Fair enough, fixed
01:21:302 (3,4,5) - I think spacing here is kinda big in comparison to other parts similar to this one DS loweredAnd that wraps it up warps*
To be clear, this is prob the last mod before Ayyri checks it, so be prepared for that ^^ My you-know-what is ready (Also i may have spamm... asked other people to mod this aswell, they may do so if they want)
This map was really fun to play and I can't wait to see it qualified or even ranked Me too ;w;
GL!
I'll tweak my normal a little bit more so changes for that are coming bit later on.
I just hope that my easy won't ruin the whole mapset ;w;
Also let paydayz update his diff before any BN modding :3