that is because lcfc is in tags for those specific maps lol, I have way more maps than those if you search lowcombofc
thank you~ ❤-Sh1n1- wrote:
CtB difficulty looks fine to me now and I think that is ready to go, good luck guys.
O_Owajinshu wrote:
омг епт РАНКНЕШЬ
все остальное пофиксил, агаhi-mei wrote:
00:01:522 - вот такие звуки не должны быть на концах слайдера, это белый тик и ознаменование нового такта ну хз, на этом моменте я более ориентировался на вокал, на этой точке конец вокала который начинается на 00:01:315 - , по этому я решил объеденить их в один слайдер чтобы не получилась каша
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Thanks for the mod, Bakari!Bakari wrote:
Since Gero requested a check, I thought I might as well just mod it right away
[Forest's Easy][Forest's Normal]
- 00:18:280 (3,4) - here the sliders are not parallel whereas 00:16:418 (1) - 00:08:142 (2,1) - pretty much every other pattern consisting of two straight sliders used parallel flow. fixed I guess
- 00:26:349 (1,2) - pretty sure that aiming for a more linear transition could have worked slightly better. Try a more circlular pattern? ok
I feel a bit uneasy about visuals/patterning, but it's a nice difficulty otherwise!
- 00:04:625 - the actual vocals are snapped here, and mapping them with a slidertail sort of weakens the feedpack a player would get. So, how about something more vocals-centered? example fixed
My main concern is the visual structure, as I feel like this difficulty lacks some. for instance, the tranistions 00:12:073 (5,1,2,3) - here are very different in terms of angles and flow, then 00:16:418 (1,2,3) - it continues with a different kind of transition that does not match the logic of the previous patterns. Can you explain the way 00:12:073 (5,1,2,3,4) - this part would flow? Or if it's not flow based, what kind of structure do you follow? about second 12 part, it was a shape mistake which has been curved until 00:12:487 - which follows the background wave music (behind drums) that changes from tone in that part. I tried to fix second 16. Some parts of the visual structure represents the vocal tone, for example 00:15:384 (4) - or 00:22:004 (4) - parts where the vocal gets lows when the letter "o" is pronounced. altho i'm not good explaining that's how i based in my style and point of hearing.
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По харду все пофиксилBakari wrote:
Since Gero requested a check, I thought I might as well just mod it right away
[General]Я потом допишу, или в игре поговорим про [Heroes], это точно будет сегодня. напишу в игре как зайдешь
- Что-то мне подсказывает, что мп3 на самом деле не 128, а ниже был по битрейту. Качество оставляет желать лучшего, плюс звук сам по себе тихий у мп3 файла. Давай попробуем поискать звук получше?имг, мп3 вроде не такой уж и плохой, но постараюсь найти что-то
- Я понимаю, что стандартные цвета вполне неплохо смотрятся (на стандартном скине, во всяком случае). Но скины у каждого игрока разные, поэтому все-равно стоит включить какие-то конкретные комбо цвета на всех сложностях. Например, можно взять их у Геро. я играю на одноцветном скине, по этому обычно забываю про них скопировал
- Давай переконвертируем фон в JPEG? Сохраним практически мегабайт места на диске, да и фон будет весить меньше, чем твой текщий мп3 файл. Попробуй вот этот фон к
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13108
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 73,31315
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1
[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:Gero's Insane
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
BeatmapID:1265890
BeatmapSetID:-1
[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:8.5
SliderMultiplier:1.7
SliderTickRate:2
[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
Sample,2349,0,"soft-hitwhistle.wav",50
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Combo2 : 37,95,165
Combo3 : 204,36,200
Combo4 : 117,189,64
Combo5 : 181,146,81
Combo6 : 255,89,89
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Combo8 : 73,207,207
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Hope this explains my points better!Gero wrote:
- 00:02:349 - I think you're exagerating a bit about hitsounding, the slider itself is following the vocal in a proper way, so to be consistent with the whistles each beat, I've decided to use storyboarded hitsounds. I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases.
- 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3).
- 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this.
Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!- 00:13:522 (3,4,5) - The reason is basically the same as the one that is down below, anyways We'll get to it a bit later! I'd like to say that the spacing is not that big to consider it as inconsistent (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern) or neither bad (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) , as I've explained that, (Btw this 00:18:280 (2,3,4,5,6,7,8) - new pattern is somehow consistent with this one).
- 00:23:039 (1,2,3) - I'm not against about matching/highlighting every strong beat with a jump, but my style sometimes focus on bring variations through the whole difficulty, That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. (Also if you check it carefully you'll notice that it makes sense due that the whole 1/2 part vocals are basically the same, so making a some kind of variation regarding the spacing won't kill anyone). Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round?
As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.
so being consistent in a really short song is a bit boring and monotonous, don't you think? Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further!
14:49 Bakari: Хей!
14:49 InternalLight: привет, ты написал в своем посте что хочешь поговорить о ласт диффе в игре
14:49 InternalLight: о
14:49 InternalLight: ;DDDDD
14:49 Bakari: Тебе как удобнее будет, на форуме дописать или прямо в игре?
14:50 InternalLight: думаю можно в игре
14:50 Bakari: А время-то есть? А то я вкатился, даже подумал, что могу отвлекать от чего-нибудь :D
14:51 InternalLight: да есть есть
14:51 InternalLight: я же сам написать хотел ;D
14:51 Bakari: Замечателньо
14:52 Bakari: Моя основная проблема в том, что у тебя нет как таковых джампов
14:52 InternalLight: нуууу, как
14:52 Bakari: Т.е. по сути практически все объекты по спейсингу где-то в районе ~х2.0 стоят
14:53 InternalLight: я использовал их в самых интенсивных моментах сонга
14:53 InternalLight: аа
14:53 Bakari: И когда что-то действительно нужно выделить
14:53 Bakari: тебе приходится уходить в какие-то очень уж высокие значения
14:54 Bakari: И это не очень хорошо работает со скоростью слайдеров
14:54 Bakari: Т.е. по сути на каждом слайдере игрок замедляется в 2, а то и в три раза
14:54 Bakari: А потом опять ускоряется до следующего слайдера
14:55 InternalLight: ох
14:55 Bakari: Сравни, например 00:07:522 (5,6,7) - 00:06:487 (1,2,3,4) -
14:55 Bakari: Вот тут примерно одинаковый высокий спейсинг везде
14:56 Bakari: А ведь часть использует вокалы, а часть нет
14:56 Bakari: + сам слайдер как-то очень уж все замедляет
14:56 Bakari: А что если нам попробовать больше поиграть с контрастом, например там, где вокалов нет, использвать не очень большой спейсинг
14:56 Bakari: Там где вокалы есть - спейсинг повыше
14:57 InternalLight: нууу окей
14:57 Bakari: Т.е. по сути я предлагаю понизить спейсинг, и поднимать его только там, где это обосновывается вокалами (или ударными, если они тебе больше нравятся)
14:58 InternalLight: тогда из этих трех 00:07:522 (5,6,7) - можно отдалить семерку?
14:58 InternalLight: немного
14:58 InternalLight: там слышен вокал
14:59 Bakari: Попробуй, почему бы и нет
14:59 Bakari: Тут самое интересное начнется тогда, когда ты будешь выделять вокалы
14:59 Bakari: Т.к. часть явно будет сильнее, часть слабее
14:59 Bakari: И спейсинг еще из-за этого будет меняться
15:00 InternalLight: тогда для начала нужно найти части с таким же спейсингом без вокала
15:00 InternalLight: а, тут вообще еще такие есть?
15:01 Bakari: не знаю даже
15:01 InternalLight: похоже, это был единичный случай
15:01 Bakari: И еще по ритму что-то было
15:01 Bakari: Сейчас найду, спрошу
15:02 Bakari: 00:21:384 (1,2,3) - а, вот тут ты под вокалы мапал?
15:03 InternalLight: смешал
15:03 InternalLight: пришлось сделать 00:22:004 (3) - 1/2 чтобы остался кик
15:04 Bakari: я просто тоже сейчас посмешивал все это
15:05 Bakari: Как тебе [https://osu.ppy.sh/ss/7821444 такой] вариант?
15:06 InternalLight: ну как сказать
15:06 InternalLight: какие-то длинные слайдеры для такой сложности
15:06 InternalLight: 00:14:763 (1) - и такой же случай
15:06 InternalLight: просто я в основном использую 1/2 слайдеры
15:07 InternalLight: а тут вылазят лонги
15:07 Bakari: Ну да, длинные, просто когдв у тебя одни 1/2 и серклы
15:07 Bakari: То звучит немного заспамленно
15:08 InternalLight: просто это ласт диффа, и я хочу реализовать все звуки
15:09 Bakari: Но зачем реализовывать абсолютно все звуки?
15:09 Bakari: У тебя это просто не получится сделать. Начнут возникать фоновые 1/4, например
15:09 Bakari: 00:02:246 -
15:10 Bakari: и там до 00:03:177 - на каждом тике какой-то звук
15:10 Bakari: Я подвожу к тому, что логичнее сакцентировать внимание на чем-то одном
15:10 Bakari: В таком случае игроку будет проще уловить ритм и играться будет естественнее
15:11 InternalLight: а что если я
15:12 InternalLight: расширю 00:22:004 (3) - д о00:22:315 -
15:12 InternalLight: и оставлю 00:21:384 (1,2) - как есть?
15:13 Bakari: А зачем там 3/4 cлайдер?
15:13 InternalLight: вокал держится
15:13 Bakari: Ими обычно выделяют клавишные или переходы между вокалами
15:13 Bakari: Если бы у тебя на 00:22:418 - были вокалы, тогда да
15:14 Bakari: Ну, ты попробуй, я только за буду, если тебе понравится
15:14 InternalLight: ой точно, не заметил
15:14 Bakari: Но я к тому, что все равно стомт приоретизировать что-то конкретное
15:14 InternalLight: но тут вроде бы есть что-то 00:22:418 -
15:14 InternalLight: он как раз к тому моменту затухает
15:14 Bakari: Что-то там есть, но если ты слайдер жо этого по вокалам ставишь
15:15 Bakari: То бросать его ради чего-то другого смысла нет
15:15 Bakari: Опять же, мы приходим к тому, что т гонишься за всем, что есть в песне
15:16 Bakari: И получается очень много 1/2 ритма, который мне кажется заспамленным
15:17 InternalLight: мда уж
15:17 Bakari: Если тебе нравится вот такой ритм и тебя полностью устраивает ровный 1/2 - оставляй
15:18 Bakari: Я бы все равно настаивал на большей выразительности в сторону или ударных, или вокала
15:18 Bakari: Т.к. мне кажется, что это бы игралось интереснее
15:19 InternalLight: ну, мне такой спам привычнее
15:19 InternalLight: более по душе
15:20 InternalLight: кстати, что насчет 00:29:660 (1,2,3,1,2,3,1,2,3) - ?
15:20 InternalLight: с ними все нормально?
15:20 Bakari: Это логичный выход из того типа маппинга, что ты выбрал
15:21 Bakari: У тебя весь спейсинг высокий, и чтоб как-то выделить конец, ты выбираешь ну очень уж сильные джампы
15:21 Bakari: Я понимаю, почему ты так спейсанул их, но не могу сказать, что мне нравится такое решение
15:23 InternalLight: обновил геро, кстати
15:23 InternalLight: или ты уже сам?
15:23 Bakari: Я уже утащил его код, еще с ним немного пообщаюсь, если ты не против
15:24 Bakari: В принципе у меня все с твоим инсейном. Спейиснг и ритм. Ритм я оставляю на твое усмотрение, но со спейсингом я бы все-таки поработал еще
15:26 InternalLight: окей, спасибо большое за помощь
15:27 InternalLight: у меня кошмар с бнами вчера был, все тыкали на дрейн тайм
15:27 Bakari: 30 cекунд же есть, чего это они
15:28 InternalLight: дак все равно им не нравятся такие короткие мапы
15:28 InternalLight: человек 8 вчера отказало
15:29 InternalLight: с одинаковой причиной
15:30 Bakari: Странные люди
15:30 Bakari: Это же вроде как официальный кат
15:31 Bakari: Ну, в смысле сам опенинг такой по длине
15:31 InternalLight: ага
15:32 Bakari: Тогда странно даже. У тебя в конце спиннера не было до этого?
15:33 Bakari: Может на сайте почему-то меньше показывало?
15:33 InternalLight: да я не про это
15:33 InternalLight: просто они считают что 30 секунд это слишком мало
15:33 InternalLight: и им не нравится такое
15:33 InternalLight: : /
15:34 Bakari: Как бн говорю, 30 секунд для меня это просто супер
15:34 Bakari: А вот людей с трехминутными треками и пятью+ дифами я избегаю :D
15:34 InternalLight: для меня это самый оптимальный вариант для первого сета на ранкед
15:35 Bakari: Вот ия про то же, и не запутаешься особо
15:35 Bakari: И проверять не очень долго
15:36 Bakari: Я Геро отпишу и заодно лог закину в тред, чтоб не потерялся
15:36 InternalLight: окей
Bakari wrote:
I though we'd clarify a few things on the Insane while we are at it.Hope this explains my points better!
- 00:02:349 -I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases. The storyboard hitsounding exists for a specific reason, which is avoiding to add a "Sample-Slidertick" with the same hitsound, so what's the point to add more weight into the folder file? (Even if this is gonna be minor, it's still unnecesary in my opinon).
- 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3). I don't think that CTRL+G will work well with this pattern. As you mentioned before, 2 was the one that needed to be emphasized even more than the 1/2 one, so forcing a jump here wouldn't be good at the least in my opinion. (Vocals and the Instrumental itselfs are really weak here).
- 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this. It was like this before, I think it moved back while I was making changes.
Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!- 00:13:522 (3,4,5) - (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern), (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) It's such a shame that you're considering it as inconsistent; honestly, I'm very satisfied with the spacing and how the patterns work here. (I think you should take in mind that your logic about rhythm or emphasis is very different than mine or either other mappers). I still insist that this is not even that huge for an Insane difficulty, they also help to the players to notice that they're gonna be spacing changes through the whole Kiai time, so that's basically what I wanted to express with it. (This difficulty also has jumps because it'll fix the gap between Hard, and Heroes due the last difficulty basically used a lot of jumps everywhere while in Hard barely has jumps on it).
- 00:23:039 (1,2,3) - That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round? I guess there's no way to convince you even if I try hard to do that. I still not agree with changing the whole thing to being consistent all the time with the spacing, remember that mapping can be expressed in so many ways to just being stacked in one way as much as possible, for you; it could be inconsistent or anything like that, but not for my view of it, fixed.
As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.
Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further! Quality is good enough for me; I've also asked for some opinions about it and they were agreed with me that there's nothing wrong with being inconsistent with the spacing sometimes.
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There's no limit to perfection, I was mostly aiming to polish something that is already good enough, rather than imply that it is a low quality map. Though it was also a good way to get better understanding of your ideas as well.Gero wrote:
Quality is good enough for me
InternalLight is responsible for the hitsounds so I will leave the whistle issue for him.sheela wrote:
[LCFC's Advanced]
- 00:05:660 (5) - You can move this down to avoid touching the HP bar. fixed
- 00:19:315 (8) - There seems to be a missing whistle hitsound here.
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fixed everything, thanks!LowComboFC wrote:
sheela wrote:
[LCFC's Advanced]
[*]00:19:315 (8) - There seems to be a missing whistle hitsound here.[/list] fixedsheela wrote:
Hi!
[Hard][Heroes]
- 00:13:108 (1,2) - 00:21:591 (2,3) - The spacings are inconsistent with the regular one.
- Nothing is really going on in this difficulty: the verse part feels like going in circles the playfield, there aren't many interesting flow in the map like as if the flow was ordered because it's mostly straight lines. But this is truly my point of view. If this is the way you map, I won't force you to change it. You can maybe change some patterns, yet it's quite hard to suggest where to.
All right, that should be it. If you need some clarifications or other questions, don't hesitate contacting me. Good luck!
- 00:05:660 (1,2,3,4,5,6) - Like I explained in Gero's difficulty, this part shouldn't be much emphasized as the instruments are low. Having a simpler rhythm and a less intense way to play this part would fit the verse part of the song, like short repeat sliders.
- 00:12:280 (5,6,7,8,9,10,11,12,1) - The curve could be more polished; you can draw a curve slider and convert it into streams.
- Maybe I'm the only one to say this, but when I played this difficulty, I honestly didn't feel like a change in intensity between the verse and the chorus. The spacing in both parts are quite similar (with the exception that the second part has jumps to compensate), but I think some spacings in the first part could be reduced:
- 00:06:487 (1,2,3,4,5,6,7,1,2,3) - This spacing can be found in the chorus, and even though the melody changes here, it could be reduced to fit with the atmosphere of the verse part. I'd say a spacing of <= 2.50x is recommended.
- 00:00:694 (3,4) - Could be reduced to ~1.6x as nothing in the music was worth emphasizing in my opinion.
- 00:03:798 (4,5) - As the vocals toned down, the big jump is not a good way to follow it, to me. A distance of ~2.25x is fine.
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Thanks!sheela wrote:
Hi!
[Forest's Easy][Forest's Normal]
- 00:29:659 (4) - This will be a subjective suggestion, but try creating a different slider shape from the previous slider's shape to emphasize more the end of the song, the drums and all. Repeating the shape is rather plain in my opinion, especially in a part where you could emphasize by creating kind of movement. I think it's fine leave it as it
All right, that should be it. If you need some clarifications or other questions, don't hesitate contacting me. Good luck!
- According to AiMod, there are four unsnapped slider ends. whoops
- 00:01:315 - Most rhythms in the map involve with following the vocal, therefore missing out the vocal on this tick sounds weird. the solution is simply move 00:01:522 (1) - to that tick, or you can change the rhythm to two circles like this (https://puu.sh/vmKNk/79d6ed75d1.png) to stay consistent with 00:03:177 (1,2,3,4) -. fixed
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Kisses wrote:
Top diff doesn't have combo colours fixedHard
- 00:01:729 (2,3) - shouldn't you ctrl + g this if you're following the vocals? i mostly use mixed rhythm
- 00:07:522 (4,5) - The stacks you've used in the map have all emphasized the vocals in one way but this hasn't. So yh I think it's better to not stack here k
- 00:25:729 (5,1) - A small jump here would play well k
- My thoughts are similar to Sheela's, the structure could be made a bit more interesting imo
[]
GL for rank ~ you're pretty close :^) :(
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Kaifin wrote:
i'm sure somewhere in these pages of mods someone has said this but is there really not a higher res BG you could useForest's Easy
- 00:06:487 (1,2) - if you bring up the 2 a bit, it blankets 100000x better with 00:06:487 (1) - and also becomes less cramped with 00:09:798 (1) - done
- 00:28:004 (3,4,1) - uneven triangle it's just 1px so no need to fix
Forest's Normal
- 00:03:798 (2,3,4) - fix DS to 1.4? it doesn't seem like there's a specific reason for this as 00:10:832 (2,3,4) - is 1.4, if you're trying to have "emphasis" i don't think it's really working out tbh whoops
- 00:10:832 (2,3,4,5) - this pentagon is uneven (00:11:246 (3,4) - ) it's not wrong at least
- 00:26:349 (1,2) - changing the shape of 00:26:349 (1) - to be a looser curve would make this blanket work a LOT better, since it really isn't a blanket at all since it's so tight ok
good luck!
thanksSmokeman wrote:
NM from q
pokeymoun soungs lul
Forest's Easy
00:00:280 (1,2) - you could make the transition flow more natural into the slider curve. fine
00:08:142 (2,1) - keep the objects furtehr apart. Doesnt look very nice imo and its easily avoidable... rotate this 00:06:487 (1) - so it visually flows nicer coming from 00:04:832 (2,3) - and then just move 00:08:142 (2) - upwards lol I don't see the need to do that
Forest's Normal
00:00:073 - i wouldnt map this sound tbh. 00:00:280 - The vocals start here and its pretty much what you focus on 90% of the map. So yeah mb a 1/2 slider at 00:00:280 - would do the trick instead normal players generally start with the start bit and I mapped this sound to avoid a miss or even a 50/100
00:01:315 (1,2) - lower difs are all about appealing and clear visual presentation. I think it Would add a lot to this map if you tried to follow the flow of the sliderbody with the position of following objects It follows a rectal flow, not fix
00:04:626 (4,1) - Just start the slider at 00:04:626 - . 00:04:832 - There is no important sound which should force you to incorperate awkward 1/2 rythms (yes the upbeat is of less imprtance than the vocal at 00:04:625 - ). So a long 3/2 at 00:04:625 - woudl work wonders, more so since you liek focusing on vocals. I'm likely following the vocal and rhythm at the time and it would break that sense
oh boi:
+00:09:798 (1) - make this 1/2 shorter why?
+00:10:832 (2) - remove this following a vocal
+00:10:418 - add a 1/1 slider here no need
liek this you would emphasise the notes on 00:11:246 (3,4) - a lot better contrasting with the two new sliders.
00:30:901 (3) - dont let this repeat and add a note at 00:31:315 - . Shoudl be fine as a fnisher I think it's fine as the final beat is not very strong
dont feel like modding more
easy and normal were a bit... bad you didn't like it ^^
gl,
baaai
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