yea. m4m
[general]
[general]
- basically the bg prob as mentioned above
- this is actually optional since it is consistent throughout all the difficulties and it isn't an issue. but two parts that is suggested to be mapped include 01:51:893 - which has similar music intensity throughout the rest of the song except the outro ofc, and the part covered by the spinner 02:30:514 (1) - in which the spinner could actually start at 02:36:031 -
- minor issues. 00:15:342 (3,4) - they almost collide and it isn't really pleasing tbh so please do something for the a e s t h e t i c s or you could refer to my suggestions https://osu.ppy.sh/ss/6350893 + 01:43:618 (5,6) - and AiMod actually works in distance snap checking
- 00:44:997 (4) - 01:51:204 (5) - do you want to split up the sliders into 1/1 slider followed by a circle // 2 circles with 2/1 gaps in between? since imo the slider ends represent notes that introduce new music sections, and hence should be clickable instead of brought over by the sliders
- 01:02:238 (1) - tbh ending the spinner at 01:06:376 - and start mapping at 01:07:755 - should be making more sense and same thing applies to normal diff. but it's up to you anyway
- 01:29:825 (1) - 02:13:963 (1,2) - clearly the ticks of the sliders should be implemented clickable notes instead of carried over. sth like this https://osu.ppy.sh/ss/6350917 // https://osu.ppy.sh/ss/6350926
- problem is that you shuffle between two main music parts and you tend to simplify one to emphasize the other. it isn't wrong, it's just that it will be hard for the players to get your ideas in the first play. the struggle is understandable btw since I encounter the same issue lolz but just keep it in mind anyway.
taking a really great quote from a decent modder:LMT1996 wrote:
Yeah I think you sometimes tried to deviate from one rhythm for another when you think it's more prominent (which sometimes is a debate which one is more prominent). Interesting idea, but that causes random inconsistencies that players can't really expect and that's what could be considered "unfair". Maybe try this idea as well: if you think there's a rhythm that is a lot more prominent than the other, give it a special treatment, like a fancy shape, or maybe "slider for vocals, circle for drums". - 00:22:238 (2,3) - 00:42:928 (1,2) - 01:49:135 (1,2) - personally suggest to avoid reverses >2 times in lower diffs even though it isn't an issue + for the first one, the prominent beats are the bassdrum notes and the claps are relatively less audible, and hence timelines like https://osu.ppy.sh/ss/6351015 // https://osu.ppy.sh/ss/6351019 might work even better + for the latter two replacing each reverse sliders with 3/4 sliders would be much more fitting to emphasize the trumpets
- 00:25:686 - quite an audible beat for the percussion and ignoring it seems weird during gameplay so maybe implement a circle here or sth
- 00:41:204 (2,3) - quite a risky pattern anyway since to me it seems clumped even though the flow is good. please at least fix the blanket if you want to keep the pattern
- shortening the spinner and map at 01:07:756 - as in Hard diff could still work in this difficulty, but well if you want to keep the spinner 01:02:238 (1) - , you could already start mapping at 01:08:100 - anyway. players in this level should be able to adapt the short reaction time (345ms) imo but still not sure btw lo