I highly thank you for looking deeply through the mapset. There are some explanations you might wanna read why I haven't changed it, but ehh... Thanks again for the great efforts you've made on this mod!-Nya- wrote:
Hi, from queue.General:
- Just pointing out that the preview time starts right on top of the start of the vocal so when the preview starts playing it might sound abrupt, so it will be better to place the preview time here instead: 00:46:601 – Remember to fix this in all diffs. The audio doesn't really sound that bad while the preview point is pinned on the start of the vocal line, where you could hear the exact timestamp rather than before it. It doesn't really happen very often to people too, so this might not be a highly necessity issue.
- Hmm, the sliderslide sounds are a bit irritating, so please add a sliderslide hitsound file to silence them >.< "Irritating"? I don't know why would it be better silencing the sliderslides. But if doing so, I would probably need to increase the volume settings since most of the custom hitsounds are nearly soft and quiet to be fit with the song track. It might sound a little empty when dealing with longer sliders by adding those silenced sliderslide, especially the Easy difficulty pretty much. So I'd like to keep it for some few audibility.
Hard:
- 00:02:453 (2,3,4) – Here, the objects aren’t overlapping each other, but in the next part: 00:04:158 (1,2,3,4,6,1) – etc. they do. It looks very inconsistent since there are no slider velocity changes happening between the two sections. So, either overlap 00:02:453 (2,3,4) – too for consistency, or avoid the overlaps. Imo avoiding the overlaps would be best since this is the hardest diff and I believe the gap won’t be an issue at all since the song is very slow so it won’t be too difficult. Also, the diff will look much cleaner if it’s spaced out and not overlapping. Overlaps like that is more for a Normal imo. I realized at some places you did add jumps but it looks more inconsistent and random since you didn’t add jumps at other strong beats too, like 00:06:885 (1) – 00:10:635 (3) - and also, if you want to follow the approach that only some objects should be emphasized with jumps then 00:03:135 (4) – shouldn’t have a jump since the beat isn’t strong at all. So just doublecheck your spacings in this diff and ensure that the patten you decide to follow remains consistent throughout the diff. Take note that I’m not referring to kiai times but to the other sections before and after the kiai times. Just make the spacings between the objects smaller than the spacings between the objects in the kiai times.
Let's see... I kinda agree with putting more jumps on great downbeats, but some parts you mentioned... doesn't really sound that much of an impact, pretty much this 00:06:544 (8,1) - while the vocals did not land a high note or increase it's pitch, it can barely sound slight too. Also, the point of creating overlaps are technically intended as for a new objective to be at the highest difficulty. Well, really... This is a Hard difficulty, no? With some complexity obstacles to be entitled as "hard", like dense overlaps or bigger spacings etc, it would be pretty much suitable rather than avoiding overlaps and create some difficulty spikes as how your suggestion sounds like.
Well, of course you can create a general intensity for a part that the song track asks for it, but that's different from emphasizing with obvious jumps. As long as the whole foremost patterns create enough intensity for both of the song track intensity and note density of the objects, the balanced emphasis is still there. I probably figured because of the song and the presence of a Hard difficulty is okay even in gameplay. Compared to the rest of the difficulty, in terms of sheer circles, but the kiai times does up the density a bit and not needing to increase the others a lot more than them since it's one of the most important sections. But for adding jumps on verses, it can be a little smaller if fitting. But at some downbeats over the verses making similar sounds as the upbeats before it, it doesn't really fit much for overadding jumps in each one of them. So at least using the same formula as for mapping out usually by distance spacing, there won't be anything wrong and won't affect the gameplay to the players' too much for spacing out parts. And thus, maintained the consistency.- 00:11:317 – Why did you lower the volume to 20%? The beat on the tail of the slider is rather loud (louder than 00:10:806 - ) so the volume should actually be kept the same or be raised a bit. This applies to the other diffs too. I lowered it to 20% because the piano and strings are landed on beat with lower sounding too. I've probably done nearly the same thing on 02:17:794 -, so there's the consistency in audibility and in other difficulties as well.
- 00:12:340 (1) – I think a whistle should be added on the tail of this slider too to be consistent with 00:14:044 (5) – . Ahh, didn't noticed that.
- The whistle hitsound (the ping) that you use you used a lot to be honest. At some places I feel it’s a bit unnecessary, like: 00:13:703 (3,4) - 00:14:726 - 00:17:453 (7) – etc. You can try only placing them on the claps since that’s where the impact sounds are, but it’s up to you. I just advise you to use them less since they get so overpowering later on and it’s not really a soft sound or a sound that you can’t really hear. This applies to other diffs too. Ever since you don't clearly understand the hitsounding, it actually follows some guitar strings on the song track, so those whistles are added on the audible ones. So with that, it could sounds much more filling than just leaving it an empty blank of a circle where at least one hitsound should fit for the objects to be perceptible.
- 00:20:521 (1,4) –For aesthetics you can try stacking this or avoid the stack. Looks a bit far to barely notice regarding the approach rate setting. But I'd rather overlap, this counts though.
- 00:48:817 (2,3,4) –The spacing here is 1.60 while the spacings in the other parts, like here: 00:50:521 (1,2,3,4,5,6,7) – and 00:53:249 (1,2,3,4) – and 01:04:840 (2,3,4,5) – is 1.30. The tone of the vocal actually remains the same mostly in the kiai so I don’t really understand why you decided to use two different spacings. I suggest just sticking to 1.30. Well, that kind of sounding doesn't seem the same to me though. Since the vocal seems to go like some continuous 1/4 based mainstream, it would be quite too much fitting for spiking. Ehh... I probably did the same thing on 01:56:999 (2,3,4) - and further on kiai time around if you haven't known already. Still couldn't notice the consistency before telling that so?
- 00:58:703 (1,3) –This overlap really bothered me. It looks untidy imo so rather avoid the overlap. Nearly the same reasoning from 00:02:453 (2,3,4) – for the overlaps. In addition for that, solid aesthetics/patterns are already shown to the full audience. So why not creating something different to give them a second look? The same thing will be marked with -
- 01:01:090 (8,1) –This slight overlap also bothered me. You can either avoid the overlap or overlap the objects more so it looks tidier and also not accidental. -
- 01:28:703 (1,4) –Same as 00:20:521 (1,4) – -
- 01:36:203 (6,7) –Hmm, I don’t really understand the purpose of this jump. The beat on the head of (6) isn’t really strong so it don’t require emphasis. I suggest making the spacing similar to 01:35:862 (5,6) – to avoid making a jump. I think it occurs somewhere else in the previous part of the diff too. It's probably worth a jump though, even in the closest landing on downbeat. The high note is great, pitch is a little high, mmm... Seems fine for a small jump like this one. It wouldn't be too hard in my viewpoint of it, so yeah.
- 03:02:794 –You missed a really important beat here. I suggest mapping it out. So something like this would be nice:
Alrighty~ kinda did similar, yeah.- 03:03:987 –There’s a beat here too, so you can add a short slider here to catch that beat: Well, from here. I don't really think mainstreaming the vocals are one of the best options here. It's probably a calm part where low notes land, so increasing the density by putting more 1/4s is pretty overdone.
- The spacing in the last kiai is inconsistent too. Some are very small while the others are bigger, so it’s just a consistency issue again. So, these I would use normal spacing for and not the current, very small spacing: 03:12:340 (1,2,3,4,5,6,7,8,1,2,3,4,5) – etc.
I will continue with the other diffs later.Normal:
- I suggest raising the OD of this diff a bit since Hard's OD is 6 and the OD for Normal can be a bit higher tbh. Something like 4.5 or 5 would be great. Why that? I've made a little balance in between difficulties of the whole set with the settings doubled the harder it goes. Just like this ENH set, it balances out 2 -> 4 -> 6 or so on. With increasing the OD, that might be a little harsh to be honest.
- 00:03:817 (5,6,1) – You used the exact same pattern in Hard (the triple) so it would be better to make the pattern in Normal a bit easier to support the gap between the two diffs and to show that there is a gap between the two, so something like this will be nice:
Just change the two circles into a ¼ slider.
At least it's a full-stacked triplets rather than spaced out big in hard difficulty. It's much easier while clicking in one grid continuously to input triple 1/4 circles and stack, rather than a sliderkick. But really, sliderkicks in Normal difficulty? heh... Repeatable sliderkicks are okay as long as the cursor holds it still. But that... It's probably going to be a little hard for normal players to clearly track them.- 00:09:271 (5,6,1) -^, there may be more similar cases like this further on, so just keep a lookout for them if you decide to follow my suggestion. -
- 00:17:112 (3,1) –The flow here is a bit uncomfortable since both sliders are placed in the same position. I suggest doing something like this:
Just Ctrl+H the second slider.
Sure, no problem.- 00:30:067 –This is a rather important beat and it’s weird to leave it out cause you just want it to be clickable while playing, so rather map it out to emphasize that vocal, so something like this:
Isn't that also similar to 00:21:544 - 01:29:726 - 01:37:908 - in rhythm composition? For your information, this part and the similar ones are the parts that I actually don't mainstream the vocals, but the strings instead. I didn't want to increase the density by making more complex rhythms in these kinds of parts. If it were to be an issue for the Hard difficulty, I would agree. But unluckily, it's a Normal. So there's that.
There are other similar cases like this. I’m not gonna point them out but you can decide for yourself which ones you think should be mapped out and which ones isn’t necessary.- 00:46:431 (1) –Hmm, usually a single repeat slider is 100% fine, but three repeats can be crossing the boundaries a bit since newbies might be thrown off guard. A pattern like this will be more normal-like:
Not bad. Since it's a slow song, but the base of snapping is like a double bpm of it, I don't really think it's a normal-like patterning by the looks of it. It's not close to hard as well, so this is just simply increasing the note density or extending the substance of gameplay/rhythm composition. It's not bad, but implementing it wouldn't be right though.- 01:54:612 (1) -^ -
- 03:06:885 (1,2) –The combo’ing you used here is inconsistent with the new comboing here: 00:46:431 (1) - 01:54:612 (1) – So for consistency remove the new combo here: 03:06:885 (1) – and add new combo here: 03:08:249 (2) – Okay, sure.
- 03:52:567 –Add a circle here to map out the beat. Would be a nice way to end that pattern off. It is already the end of it. The song leaves a piano playing through along with the vocals, and nothing else than those two tracks. So adding a circle here might also need me to add others as the rest of it. But, maybe that wouldn't be a good way to show distinct on the rhythm composition.
Easy:
- Why did you decide to map this diff like a Normal? There are so many ½ rhythms so it can’t really be called an Easy… (Look right at the bottom of this mod) It's a slow song, yeah... you already know that since the beginning. But hey, easy difficulties aren't always hitting up mainly the white ticks just for a solid rhythm or pattern or anything to make things easier. This is also considered an Easy because it doesn't represent a lot of 1/2 notes like the Normal difficulty. Since the time in submission of this map, it was probably all objects on white ticks. It played a little bit dull when I asked a newbie player for a testplay because the rhythm doesn't have a distinctive rhythm and interesting things on it. Thus, added 1/2 notes on many parts in order to keep up the variation than solid.
- 00:28:703 (1,2) – and 00:30:749 (3,4) – It’s better to make the shape of the slider completely visible otherwise players might get confused. So rather do this to ensure that beginners don’t have visualization issues:
PictureWell, alright~and
There are a lot of similar cases like this in the rest of the diff.- 00:39:271 (6,1) –This is also same as above since the circle is covering almost the entire middle of the slider making it difficult to see the path of the slider clearly. If you say so...
- 00:47:794 (1,2) –Rather avoid this slight overlap. It looks more accidental and not that good. You can just flip (2) to prevent the overlap or change the shape. Ahh, this one's intentional though. Just like any other overlaps in the whole set... at least most of it's borders and position is visible.
So yeah... Kinda acceptable for beginners to read and bypass it on gameplay.- 02:30:067 (6,1) -^ -
Since the Easy is mapped like a Normal I feel it would be better to rename the diffs so they fit in better with the difficulty of the diff. So like this: Custom name -> Hard -> Normal. If you decide to do this, you can ignore my suggestion about the triples in the Normal’s mod since it’ll be a Hard so it’s fine.
Good Luck~