thanks for modding!Natsu wrote:
TimelessTransient
- 00:35:160 (2,3,4) - song is super calm at the beginning, so I fail to understand how 1/4 jumps fit this part properly, you can say sliders play different than circles, but that's not my point, my point is they bring a fast feeling to a part in the song which isn't fast, triplets like 00:35:652 (5,6,7) - or 1/4 patterns with short spacing such as 00:35:979 (1,2,3) - 00:36:963 (7,8,9) - would fit the song better. made into 1/2 like ölater cause synth is so nice to follow here
- 00:38:766 (1,2,3,4,5,6) - really weird rhythm , this 00:39:422 (1,2,3,4,1,2) - would fit better, also is more consistent works nice with synth and doesnt spam same rhythm three times in a row
- 00:47:127 (4,5,6,7,8) - a stream here (sounds nice), but 00:45:815 (3,4,5,6) - triplet + circle here and 00:48:438 (4,5,6) - , I get you doing variations.. just too inconsistent for me tbh, in the last one if you would argue about following vocals, then 00:48:438 (4,5) - should be a slider as well, no? made 00:48:438 (4) - a kickslider for vocal for both diffs. others are fine though imo, since the overall rhythm is pretty similar, just the tapping is mostly different to have some variation which is pretty common for such dnb-like parts
- 00:56:307 (4,5,6,7,8) - isn't a perfect line on purpose? it doesn't looks that nice atm tho.. yes the "wobble" shape is consistent and I think it looks better here than a line
- 01:00:897 (1) - so why the NC? vocals aren't a good excuse, since if you following vocals then you would gropu the 4 next objects in the same combo as well, but you didn't, also why 01:01:389 (1) - is not even needed tbh fine, once combo now
- 01:24:012 (1,1) - sorry for nazi, try to stack them better? tried, but one still looks a pixel off in editor for some reason
- 01:45:324 (1,2,3,4,1) - you are mapping the streamy things here, but ignoring them at the before part and mapping a plain 1/2 rhythms, map the full stream things or don't map them at all, sounds awful and inconsistent atm works best here to get the emphasis on those bass sounds at 01:44:340 (1,1,1) - and then the building up thing which ends in 1/8
- 02:02:373 (1,2,1,2) - I guess you know how bad to play are things like this and how much players dislike them, atleast space them different or unstack them (there are some more I think) changed this part a bit to make it more clear, the 1/1 etc stacks are now only on snares, like 01:59:422 (2,1) - and then 02:02:045 (2,2,2,2,2,1) - + spacing for the last stronger snare. should make more sense now
- 02:13:029 (1,2,3) - similar as above, this one is worst tho this one is easy to get cause of the break in vocals and drums on the gap in rhythm. also the 1/1 stack gap thing is pretty consistent for this part so people can figure it out well
- 02:12:701 (6) - is rankable , but looks like you can't adjust your patterns without messing up with the game elements, doesn't looks cleans or professional, so even if is fine and rankable, I strongly suggest you to avoid this. spot works best wit structure of this part and overlappping offset meter a bit is fine. it doesnt even impact reading in such a calm part
- 03:01:881 (2) - 02:46:471 (1) - 02:44:832 (1) - see you losing the control over the spacing again, you are trying to have high spaced things too much which lead you to mess with hp bar, accuracy meter etc, is rankable, but if you care on how your map look or in respect the game elements then you should try to avoid stuff like this.
most of those were fixed with changing this part anyways, others are fine imo- 03:07:947 (1,2,3,4,1) - at any case it should be lower spacing o.o, you didn't even spaced that much the stronger streams.. pretty unique 1/4 sounds song, really fits some unique pattern
also 04:43:684 (1) - is a bit similar and also has similar spacing actually- 03:13:193 (1) - according to the music this should be part of the previous combo, you can NC 03:13:356 (2) - Instead and remove 03:13:684 (1) - or just remove the one at 03:13:193 - sure
- 03:34:340 (1,2,3,1,2,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3) - this part doesn't represent the song, it feels too fast for the song, can you lower the spacing? right now it feels the same as the next one 03:41:061 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - where the music is getting fast again, there is not change between both sections :l it's the same with 02:06:635 (1) - and actually there is change. until 03:41:061 (1) - it's less dense and uses more sliders + way more stacks so it builds up really well because o the next part pretty much every note is spaced while here it's like half of them and much more 1/2 tapping
- 03:08:930 (1,1,1) - btw was talking with kibbleru and he took a look too and he agree with me that the volume here is too loud. -10%
- 05:03:684 (1,2,3,1,2,3,4,5) - vs 01:44:340 (1,2,3,1,2,3,1,2,3,4,1) - you if listen closely you can actually notice how the melody the bass plays differs a bit for the last one
- 05:23:356 (1,2,1,2,1,2,3) - this don't even fit the song, is really needed to do border screen jumps for a section that isn't that strong? well okay, reduced them a bit -.10* xd
- The diff looks messy, mainly in the fast parts, because you tend to use high spacing which lead you to mess up with game elements, overlaps, not good blankets etc, the design isn't cool at all and most of the time you can`t find patterns, but only jumps, maybe is just your mapping style or you trying some free mapping.
- Second this doesn't feel as 6 stars map, I know is the star ranting problem, but also you are abusing it, I can even play the map myself and the only parts that are hard to play are the overspaced triangles (overspaced because only the first circle of each triangle have a strong sound in the music) and the last part of the map, if you remove that you have a 5 stars map.
Don't get me wrong using diff spikes where the song also have them is fine, but 05:23:356 (1,2,1,2,1,2,3) - 05:25:652 (1,2) - almost all the last part is overdone , of course is only my opinion.
well, I reduced the last part a bit (mainly those huge jumps last jumps) but overall it feels fitting to me. maybe I got a bit too influenced by the difficulty progression of hw's version which is one of my favorite maps... and after nerfing those it's barely 6* anymore so maybe it's fine now lol
avoided some of the interface overlaps and cleaned up the diff overall
rip trianglesAnyways gl with this
- 03:52:865 (1) - can you move this a bit down? okay, fixed the overlap with default hpbar
- 04:03:684 (3,4) - I'd use more spacing here to fit better the song sure
- 05:03:684 (1,2,3,1,2,3,4,5) - vs 01:44:340 (1,2,3,1,2,3,1,1) - see other diff
- similar things as rhythm and volume suggestions in the hardest diff may apply here as well
- this diff fit the song alot better, i like this one more
edit: updated with new (actually old since they were similar before I submitted) jumps instead of triangles
the obtuse angles make it so that the 1s are much more emphasized than the other notes and overall spacing is a bit lower too and builds up better
edit2: restrucutured lots of spots in the faster parts to make them way cleaner, went through the map with ar8 and fixed pretty much everything that might look bad with overlaps/uneven spacing etc. wherever possible
also a bit harder most of the time so it's more balanced with the ending
last kiai/ending now makes it go from 5.95 to 6* which seems fine. using the exact same intensity from the "same" part just before would make it way too "boring" for the finale of the song
http://i.imgur.com/I9DHdKX.jpg calculated difficulty looks fine with the song imo, that aim diffspike at 1min is probably some bug since it doesn't have any effect on star rating or anything lol