Louis Cyphre wrote:
[General]
- There are some tag conflicts as AImod says : link Fixed.
- Preview point isn't snapped properly. Have you done this on purpose? Yeah.
- I suggest to use more colors, especially the set of orange colors would fit really great. Yeah, I'm considering it, I could see where it'd be beneficial.
- offset seems early by about 6-8 ms Sounds fine to me.
- what the difference between Hard and Advanced? At BPMs this high you sometimes need minor diffs for better spread. If needed it could be removed but I think it works best for the mapset's current spread.
[TRAUMATIZED]
00:15:750 (1,2,3,4) - due to high bpm tempo and such DS, it's almost impossible to read 1/3 here The moment someone gives me a solid alternative to the 1/3rds while keeping them all clickable I'll change it, but IMO its fine.
00:24:500 (1) - due to high bpm this note can be read as slider, since it appears with slider almost in the same time: https://osu.ppy.sh/ss/6215071 Should be fine, its a fairly generic rhythm/movement.
00:24:000 (1,3) - ^ etc ^
[EXTREME]
00:15:750 (1,2,3,1) - as i said above in previous difficulty This is probably the most readable 1/3rd pattern in the entire set.
00:28:500 (3) - this slider overlaps with hp bar Should be fine, its not worth compromising note placement just for a few pixel overlap. Its bound to happen with a larger CS.
00:08:625 (2) - this circle overlaps with hp bar ^
[EXTRA]
00:08:750 (4) - i highly suggest to avoid overlapping with previous slider. Why?
00:17:625 (1,2,3,4) - em... keep the spacing consistent. Why? My current pattern (as explained in an earlier response I believe) represents the pitch shifting.
00:29:000 (1) - this slider is almost hidden by 00:28:500 (3) - If you have trouble reading that then you probably shouldn't be playing an Extra difficulty in my opinion.
00:32:000 (1,1,1,1,1,1,1) - i highly suggest to use wider constructions so that nothing like this happens: http://osu.ppy.sh/ss/6215243 But whats wrong with that? Please elaborate.
[Anxient's HARD]
00:01:500 (1) - why spinner ends here? Drain time.
[Anxient's ADVANCED]
00:01:500 (1) - ^ Drain.
[Exote's NORMAL]
00:01:500 (1) - ^ in this case i suggest just to delete it. No.
Thank you both for the mods! I'll work on applying some of the other changes needed from Smoothie's mod (I'll try some more 1/3rd patterns and try reworking the sliders on the top diff) and then I'll edit this post when I update the mapset.Smoothie World wrote:
[General][TRAUMATIZED]
- All of your GDs have a tick rate of 1 while yours have a tick rate of 2. Not sure if it's intended but I figured I'd point it out just in case. I prefer the tick rate of 2 since I use quite a few 3/4th sliders in some places. I can change it on the Extra if needed, thogh.
- Disable Widescreen Support in all diffs since there is no storyboard. Sure.
- Consider adding kiai time to the end of the GDs as well. Up to them.
- HP in Sharkie's EXPERT should be higher than the HP in Exote's INSANE for spread purposes; higher difficulties should have higher HP drain than the diff before it in my opinion. I agree but in the end its Sharkie's decision, I'll chat with him about it.
[EXTREME]
- 00:01:500 (1) - Silence the end of this spinner since there's no sound at 00:03:937 and consider making it not as loud with gradually rising volume. Changed red-line's location so I could add a green tick to silence it, not going to do the gradual thing because overall I don't think it needed, though I do have the volume lower. I did this to all diffs.
- 00:07:000 (1) - Not sure what this slider is mapped to since the guitar sound starts at around 00:05:000 It's mapped to the whine of the guitar fading in.
- 00:15:750 (1,2,3,4) - I get what you were trying to do here but this plays really poorly. A straight line with fairly big spacing would work wonders. Such as? I can't fix these unless people actually give me suggestions that work within the map's restrictions. I've tried a lot with them. Are they fine here? 00:31:750 (1,2,3) - ?
- 00:19:750 (1,1) - Vary the shapes here since there's a pretty big change in slider velocity. Having them the same shape and angle isn't good for representing SV changes. I think having them the same shape/angle helps represent the song kicking back into gear - and this is the first complaint so far. I'd be willing to change it should enough people express a concern in the future, but as it is as the moment I believe its fine.
- 00:23:500 (3,4) - 1.13x spacing feels rather low and really ruins the flow of the big spacing. Space these two objects out more. Buffed to be in line with 00:11:500 (3,4) - .
- 00:33:000 - Changing the direction of the rotational flow to counter-clockwise would be better here as opposed to 00:33:250 since the circular slider falls on a powerful downbeat. Alright. I plan on reworking these a bit but the change hasn't been applied yet.
[EXTRA]
- 00:08:000 (1,2) - I don't like the fact that you used two totally different slider shapes to represent the same sound in the song. Generally, with similar songs, you want to use sliders that appear visually similar to one another for a more aesthetically pleasing structure, and these two are about polar opposites. Changing it here makes no sense as this is done quite frequently in this difficulty. The song is pretty chaotic and structuring the spacing + angles while leaving the sliders less structured helps convey that in a playable/rankable way.
- 00:15:750 (1,2,3,1) - This curve can be more rounded. It looks lopsided currently. Working as intended. It looks lopsided due to the stack.
:>
- All clear.
Sorry I'm late
Updated: Changed Sharkie's HP to 5.3, fixed?? the 1/3rds on Traumatic as well as reworked the ending sliders. Ready for mods again.