Herro i guess this is the M4M from your queue
Yeah this is one solid map, best of luck to you with this
General
I agree with Scarsnic on the kiai suggestions. It doesn't seem necessary to have the few jumps kiai'd just because they are jumps even thouigh the beat hasm't even changed almost at all when comparing the jump section and the other section that is built around it. So my suggestion would be to start the kiais from where the more intense sections starts, i think Scars already got the times the kiai should start from but then the ending times... :thinking:
Imo the kiai should end when the more intense section switches back to the less intense one. For the last one i think that is the optimal time to end the kiai but here are the optimal times to end the first and the second kiai
01:55:362 -
03:20:239 -
Mapping
00:26:643 (2,2) - Nazi stack
00:42:100 - Maybe you could represent the fast piano (?) thingy with a hitcircle and making it a triple or even with a 1/8 slider
01:22:984 (7,8,1) - Is there a particular reason why these thingys are "stacked"? Just a normal stack like how these 01:22:618 (4,5,6) - three are would be just enough imo
01:37:252 (2,1) - Just a personal opinion but the overlap here is kinda weird and unreasonable. It kinda weakens the structure imo for the pattern
Unlike here 01:37:252 (2) - where the vocal lasts for 3/4 of a beat thus making the 3/4 hold is reasonable but on the other hand here 01:43:106 (2) - the vocal lasts for 1/2 of a beat so having the extra 1/4 hold is kinda unnecessary
02:28:837 (1) - What function does this NC have exactly? It just... well it doesn't really make sense to me. It doesn't form a pattern by it's own nor is it warning about a sudden change. Maybe you could use the NCs to signal the players the snap changes (for ex. http://puu.sh/uBTVZ/1536f280d6.jpg) which would make much more sense than just slapping somewhat random NC to the middle of nowhere. Of course the NC may have a reason and i'd love to know what that exactly would be if there is one
03:29:568 (1,1) - There is a slight possibility for someone to misread the kickslider -> normal slider transiition here since the placement of the kickslider hints that it has an odd number of reverses but in reality it has an even number. Most of the people playing the map will hit it just fine but there are some players that just mess up their run because of this
03:34:690 (1) - Maybe Ctrl G this slider so the slider pattern would match all the other similiar two slider patterns between the jumps 03:37:251 (1,1) - 03:40:178 (1,1) -
05:01:213 (1) - Maybe this could be little bit further away from the kicksliders as you have mapped the 1/2 reverse slider on that strong of a note
05:07:881 (1) - I think a whistle+finish would fit on the beat this spinner ends on little bit better
Some stuff caught by aibat
Snap the following inherited sections :
04:48:044 (snap to 04:48:042 )
04:58:288 (snap to 04:58:286 )
I agree with Scarsnic on the kiai suggestions. It doesn't seem necessary to have the few jumps kiai'd just because they are jumps even thouigh the beat hasm't even changed almost at all when comparing the jump section and the other section that is built around it. So my suggestion would be to start the kiais from where the more intense sections starts, i think Scars already got the times the kiai should start from but then the ending times... :thinking:
Imo the kiai should end when the more intense section switches back to the less intense one. For the last one i think that is the optimal time to end the kiai but here are the optimal times to end the first and the second kiai
01:55:362 -
03:20:239 -
Mapping
00:26:643 (2,2) - Nazi stack
00:42:100 - Maybe you could represent the fast piano (?) thingy with a hitcircle and making it a triple or even with a 1/8 slider
01:22:984 (7,8,1) - Is there a particular reason why these thingys are "stacked"? Just a normal stack like how these 01:22:618 (4,5,6) - three are would be just enough imo
01:37:252 (2,1) - Just a personal opinion but the overlap here is kinda weird and unreasonable. It kinda weakens the structure imo for the pattern
Unlike here 01:37:252 (2) - where the vocal lasts for 3/4 of a beat thus making the 3/4 hold is reasonable but on the other hand here 01:43:106 (2) - the vocal lasts for 1/2 of a beat so having the extra 1/4 hold is kinda unnecessary
02:28:837 (1) - What function does this NC have exactly? It just... well it doesn't really make sense to me. It doesn't form a pattern by it's own nor is it warning about a sudden change. Maybe you could use the NCs to signal the players the snap changes (for ex. http://puu.sh/uBTVZ/1536f280d6.jpg) which would make much more sense than just slapping somewhat random NC to the middle of nowhere. Of course the NC may have a reason and i'd love to know what that exactly would be if there is one
03:29:568 (1,1) - There is a slight possibility for someone to misread the kickslider -> normal slider transiition here since the placement of the kickslider hints that it has an odd number of reverses but in reality it has an even number. Most of the people playing the map will hit it just fine but there are some players that just mess up their run because of this
03:34:690 (1) - Maybe Ctrl G this slider so the slider pattern would match all the other similiar two slider patterns between the jumps 03:37:251 (1,1) - 03:40:178 (1,1) -
05:01:213 (1) - Maybe this could be little bit further away from the kicksliders as you have mapped the 1/2 reverse slider on that strong of a note
05:07:881 (1) - I think a whistle+finish would fit on the beat this spinner ends on little bit better
Some stuff caught by aibat
Snap the following inherited sections :
04:48:044 (snap to 04:48:042 )
04:58:288 (snap to 04:58:286 )