Hello!
Comming from your Modding Queue (M4M)
BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
Good luck.
Comming from your Modding Queue (M4M)
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
- I'm not sure if you'd like to remove the Countdown since it's something present on the osu!stream and I think you can't desable it there. But anyway, it gives a 2012ish look to the song, I don't see it as something good to the map.
- Audio bitrate above 192kbps, this should be fixed. You can either use an online website such as http://online-audio-converter.com/pt/ or a program, like Audacity.
- There's a Preview Point conflict with the Insane difficulty.
- 00:13:465 (3,4) - Small Comment: You can move it to x:217 y:245 to perfect the blanket.
- The song itself is very repetitive in the beginning. Because of that, I would expect a different rhythm from 00:14:965 - on.00:14:965 (1,2,3,4) - This pattern is the same used in every section until now. - With this 00:11:965 (1,2,3,4) - exception. - You're just making it more repetitive and boring if you keep repeting it.
- 00:34:465 (3) - I don't agree with the reverse arrow usage. It has been placed onto an offbeat that doesn't represent anything in the song. I recommend you following more concrete beats in order to make beginners actually feel a bit of the music. Same here 00:46:465 (3) - . Here we have an example of a better usage of the offbeat reverse arrow: 00:55:465 (3) - .
- 00:52:840 (2) - I'd rather if you changed it into a 1/1 slider with reverse arrow instead. It'd follow much better the rhythm, making the player feel a bit more of the piano. Or you could try something similar to what you did in this part of the song: 00:59:965 (1,2) - .
- 01:02:965 (1,2) - What do you think about this rhythm instead? It follows much better the dnb in the background. Same goes to the other parts where we have this kind of rhythm. Example: 01:14:965 (1,2) - .
- 01:04:840 (3) - And about here, you could try a single circle plus a 1/1 slider to catch more of the drums. I think you really should go for the drums during the kiai, it's on evidence. Suggestion: this. Same goes for the rest.
- 01:07:465 (3) - Small Comment: Blanket can be perfected a bit.
- 01:27:715 (2) - This slider doesn't follow anything correctly, does it? I couldn't hear any rhythm that extends until its end, and I personally think its usage a bit awkward, you could try to follow the piano on the background, it'd make much more sense. Same happens here: 01:33:715 (2) - and 01:37:465 (3) - .
Overall the difficulty is good, the rhythm is being followed nicely through most of the beatmap, I just had some points to take in consideration during the kiai time. I liked your hitsounding as well, it makes the player feel when they click, just as the osu!stream game. I may be a bit picky, but I have two reasons for that: First is that the difficulty is already good, so I just tried my best to make it even better. Second is that, in my own opinion, osu beatmaps should make you feel the song strenght in your hands, when you actually click the strong geats harder, while releasing the finger when the beat is not that strong. Good difficulty!
- Is there a huge difference between CS 3 and 3.1? :p
- I must talk about here the same thing I said on the Easy, although it's not so visible here. I'm talking about the repetitive beginning of the song. It's not much of a problem here since the difficulty is already densier, so it's not so visible, as there are more objects on the screen. It's literally up to you.
- 00:49:465 (5) - I know it doesn't come to your style, but what do you think about adding a New Combo to this note? It will make the HP drops a bit easier, but it will also make players feel the need of a change in the song, when the background drums get heavier. Same goes here: 01:02:215 (5) - .
- 01:27:715 (2) - 01:33:715 (2) - I must talk about these guys, they look extremely awkward, for a similar reason I mentioned on the Easy difficulty. They don't follow anything in particular, making them "just another brick in the wall". I'd like more something that catches the drum and the weird 8 bit noise of the song.
It's a very consistent Normal, all the patterns are good, if we talk about the overall look. I was just a bit sad that you decided to follow the noisy sound on the chorus instead of the dnb, I think the last one is much more stronger and represents more on the song itself, but it's okay when you follow the noisy sound. Good job!
- 00:09:340 (2) - Small Comment: you may want to perfect the shape of the slier, it looks a bit uneaty at the moment. Maybe like this.
- 00:11:590 (8) - I reckon it'd be nice to have 00:11:965 - actually clickable, it's an important downbeat, and, in my opinion, it really should be clickable, so players can feel the rhythm of the song in their own hands. Same goes here: 00:19:090 (4) - 00:22:090 (4) - .
- 00:14:965 (1,2) - I don't know why, but I found this really easy to be missunderstood. The spacing makes it look a lot like a 1/2 gap, since you used jumps with similar distance. It may be just me, it's up to you.
- 00:29:027 (5,6) - A jump between these objects would make it much more challenging. I really recommend you to make it, since the (5) note is already stacked under the slider, making it not chalenging at all, and the next note is just a common distance snapped object. I reckon the overall situation and the rhythm ask for a jump there.
- 00:54:715 (3,4) - When it comes to me, this jump is a bit random, the song is pretty much the same, there's no need for a higher distance between them. It makes it more awkward than cool.
- 01:17:590 (8) - I think it's a bit random to follow the noisy sound on the background in this situation, since this rhythm appears many more times in the song, but you just followed at this point, which doesn't make sense to me, you may want to keep the kiai as consistent as you can.
- 01:20:215 (9) - There's an important sound on the offbeat that you're missing. Hards should catch this kind of rhythm, since they're more of an insane but without the jumps.
- 01:26:777 (9,1) - Just like something mentioned earlier, I reckon the (1) deserves more emphasis, try giving it a small jump instead.
Not much to say, I just think you could have given it a bit more of diversity of rhythm, you seens to mostly follow a single thing, and sometimes it's nice to alternate and get different rhythms. It's not a problem at all, so good job!
- 00:23:215 (3,4) - Small Coment: The distance between these should be 1.2x accordinly to the others you placed before, it's just slightly out of the acceptable range, a fast glance can tell that they definetly have shorter DS.
- 00:41:590 (5) - What about moving to somewhere near x:314 y:102 so you'll have a 1.2x DS to the next note 00:41:777 (6) - . It's just a small improvement, but it will definetly help to maintain the consistency along the difficulty.
- 00:52:840 (2,3) - I personally don't like one thing about these sliders, their end is overmapped. If you really want to keep the 1/2 rhythm, try to silence the slider ends, so it doesn't bother players too much. Same happens at other places, such as: 00:56:215 (5) - etc.
- 01:23:965 (1) - I reckon this is an important place which you should give some emphasis, and the constant distance snapping is definetly not helping for that, I'd recommend you to create a little jump here. Moreover it's the only ocasion of this rhythm that you didn't use a jump. You can check other places, such as: 01:25:465 (1) - 01:20:965 (1) - , they all have their jumps.
Okay, the difficulty is good itself, but there a few things I'd like to point. It's clear that you're following something other than the dnb on the background through the entire song, but I reckon it's important not to skip the drums beat. You can still do that while still following the rhythm you want to. There are places such as 01:27:715 (3) - 01:15:715 (3) - 01:05:215 (3) - that you could have focused just a bit on the drums, atleast make it a reverse arrow or something clickable, even a slider end would make it better. For example, here 01:20:215 (5) - you gave some emphasis to the drums, it plays much smoother in my opinion. Remember these are all comments, and you may not apply them since they don't affect the difficulty itself, these are just improvements I'd make if I were you, but the final veredict is up to you! Nice difficulty!
Good luck.