unmentioned is fixed!-Nya- wrote:
Hi, from queue.General:
- Personally, I really don’t like the default clap hitsound that you used. In this case a custom hitsound would be best imo. You can always see what hitsounds ranked mapsets used and try to find one that you like. i cant custom hitsounds and people dont agree with my choices anyways so.... will see
Magical Book of Illustrations:
- 00:00:391 (1,2,3) –Since the music here is exactly similar, I suggest using the same distance spacing. If you make one spacing: 00:00:819 (2,3) – larger than the other one: 00:00:391 (1,2) – but the music’s intensity is exactly the same then it don’t really make sense and looks inconsistent.
There’s probably a lot more similar situations like this in this diff. I may point out a few more, but try finding others as well. I usually follow the golden rule that only strong beats in the music should be accompanied with larger spacing. Not everyone agrees with this but I feel this kind of mindset supports the tempo/intensity of the music the best.- 00:02:105 (1,2,3) –Same as above. Try to let the spacings remain consistent if the music sounds exactly the same in that section.
- 00:07:248 (1) –You forgot a finish hitsound here. There’s a cymbal sound in the background of the music. This will apply to the other diffs as well.
- 00:07:891 (4,1) –Hmm, this spacing may be on the edge of being too difficult. I feel ¼ jumps like this are more suited for expert diffs. There’s nothing wrong with having a jump there but I suggest you nerf the jump just a bit. This will obviously apply to all the other similar situations too and I think there’s a lot. You can use a similar distance for these like this one: 00:08:319 (3,4) – the player doesnt play this as a 1/4 jump; he clicks the sliderhead and continues with the circle like it is 1/2 rhythm. I think a larger spacing between slidertail and circle in 1/4 rhythm doesnt make it really difficult since, as i mentioned, you play this as 1/2 (because you dont actually click the slidertail). theoretically i agree with that this is too difficult but practically it plays smooth with no huge difficult spike. also yes, this happens a lot in the difficulty but it is straight consistent (like 2.9-3.1 DS) so this should be no concern on my side. oh and 00:08:319 (3,4) – is actually 1/6 and therefore a whole different spot from what you mentioned above, so i use for this always the same pattern (the stack) to indicate that this is no usual rhythm.
- 00:08:319 (3) –There’s another clear beat in the middle of this slider that can be mapped out to emphasize it. It’s a bit weird to play that part without the middle beat being mapped out. You can add a repeat slider there on 1/6 like you did previously. please refer to my ealier posts, i explained this already in detail
- 00:10:033 (3) -^, there’s probably more similar situations like this, so just go over the diff and fix the others as well if you decide to follow my suggestion.
- 00:10:676 (1,3) –This overlap bothered me. I feel there’s better places for this to be placed. Perhaps you can stack the two tails on top of each other. That will look neater. 00:11:319 (3,4) - would be too close to each other and i want to keep the blanket and stack for 00:10:248 (4,1,4) - . i will reconsider if anyone says the same of course.
- 00:29:319 (6,7,1) –Rather make the spacings of these three similar. It’ll look neater and aesthetically better. It looks a bit out of place now (the 1) I know you did it because of the louder beat but a few pixels more won’t make a difference while playing so rather just make the spacings similar.
- 00:52:891 (1) –Unnecessary combo imo. There’s not really anything in the music that would suggest a combo here. Rather remove NC here. i think a rhythm change to 1/6 deserves a new combo because its very different from previous rhythm
- 00:59:962 (1) –You’re not allowed to silence the head of a slider. Players want feedback when clicking on a slider’s head or on a circle. It’s allowed to silence slidertails or spinners though. Also, the beat on the head of this slider is rather strong with a finish so raise the volume to emphasize that. woops, messed up the green lines, fixed
- 01:31:462 (2,3) –Try to perfect this stack. It’ll look neater.
I guess the rest of the diff will mostly just be similar issues that I already listed above. If you agree with a suggestion of mine, just go over the diff and make sure that you applied that suggestion to every relevant situation to avoid inconsistency. Most of the stuff mentioned above, like the spacing, silenced sliderhead, beats that are not mapped out, etc. will apply elsewhere as well.Hard:
- I realized that the kiai times have the same slider velocities as the Insane (1.20X) I don’t think this is a good idea since there’s no difference in difficulty then regarding the slider velocities. I suggest either making the slider velocity of Hard lower or the SV of Insane higher.
- 00:09:391 (2,1) –Nazi. This can look better (I really don’t like slight overlaps, lol) Just move the two objects away from each other a bit so they don’t slightly touch.
- 00:22:676 (1,2) –Why did you decide to add a jump here? Since you didn’t add a jump anywhere else previously at the start of the vocals. I’m just not sure if it’s a mistake or not. If it’s not a mistake, then try to be consistent with your spacings by placing other jumps at strong vocals too (but not too many though) You can perhaps add one here too: 00:23:962 (4) – (a small jump) since the vocal is also strong and almost similar to the previous strong vocal. This will apply to the rest of the diff in similar situations, like: 01:49:676 (4) – etc. i made a jump because the vocal feels really stroing for me and the transition between the emphasized vocal and the vocal before is really high imo. it makes sense to add also jumps at the spots you suggested since the voice pitches up so it deserves alkso emphasis, so yeah added those jumps and wanted to explain why did jump there:D
- 00:36:391 (1,2) –I see you added another jump here, but the spacing differ from 00:22:676 (1,2) – though. Try to keep the spacing consistent. The spacing here: 00:36:391 (1,2) – is a bit too big imo so try to make it similar to the spacing of 00:22:676 (1,2) – There’s probably more similar cases like this so ensure that these type of similar spacings remain consistent. thats an accident i use 1.5x DS for every jump except there because accident xD so i hope i didnt miss any inconsistencies
- 00:57:819 (3) –To follow the flow better and to see this slider better, just lift this slider upwards a bit. Like this:
Almost like a stair-effect.- 01:40:891 (2) –Same as 00:57:819 (3) – Just move (2) a bit to the right, so it can be seen better.
- 02:08:105 (4,5) – Why is this slider placed so closely to 02:08:105 (4) - ? There’s a pause between them so the spacing should support that. Use distance spacing to ensure that players don’t get confused since they can click this earlier then they must.
- 02:15:391 (4) – Shouldn’t there be a clap here too? It just sounds empty since the previous sliders had claps but this one don’t. This will apply to the other diffs too, including the Insane.
Normal:
- Your difficulty settings for this diff is quite low, almost Easy settings. I suggest raising HP and OD to 4. You can make AR 4.5. It will be better for spread since the Hard’s settings isn’t that low so you don’t want the Normal’s settings to be too low either.
- Hmm, a slider velocity jump from 1.6X to 1.00X is rather big. I also feel the slider speed in the Normal is rather slow atm, usually it’s a bit higher, like 1.1 or 1.2x. It’s even the same as your Easy’s speed so I really feel you can lift the slider velocity here. i think because i use many 1/2 rhythms in the normal (because i use some in easy to make it more various) its an advantage (for being straightforward) to have slower sv, also because its low bpm. usually you see this increase in higher bpm songs (like 170+). imo the normal has already an increase of speed and difficulty because of the 1/2's and the slight DS increase. i will cosider this for sure, because you were actually the only one pointing this out since now, so yeah... I personally see no problem because i clearly see an increase of the difficulty while playing both diffs. applied the setting adjustments
- 00:56:962 (1) –In a Normal and Easy I feel any part of a slider shouldn’t be hidden to ensure that beginners can see the object clearly. I suggest rather avoiding the slight overlap here to make the object completely visible. this slider overlaps the shape by less than 20% so its sliderpath is clearly visible. i think every human being is able to follow a slow shape that is fully visible. dont underestimate normal players ;_; Like:
- 01:03:391 (6,2) –Please perfect the stack here so it looks better.
- 01:12:391 (4) –Rather add new combo here and remove new combo here: 01:12:819 (1) – since the stronger sound is on 01:12:391 (4) – Also, for consistency with the other NC’ing patterns.
- 01:29:105 (2,3,4) –Personally I would have mapped this part away from 01:26:105 (1,2,3) – since the patterns look squished together now, so rather try mapping 01:29:105 (2,3,4) – somewhere else where it’s not causing any unnecessary overlaps. the first object after the reverse slider is stacked and tbh i think that you will not notice the overlap ingame because its so much time in between. like its not visually overlapping, only if you mark them
- 01:54:605 (7) –Consider removing this note. It’s not that important for the music and also to shorten the current combo a bit. The pause there is also nice to give players a quick breather.
- 02:38:105 (4) –Same as 01:12:391 (4) –
- 04:11:533 (6) –I think there should be a finish on the tail of this slider since a cymbal can be heard in the background. This will apply to the other diffs too.
- 04:21:552 (1) –The current placement of this object bothers me. I would rather place it far away from 04:19:301 (1) – to avoid the overlapping and also to prevent confusion since players might think they have to hit it earlier.
Easy:
- 00:53:105 (4,2) –Avoid too many of this kind of stacks in an Easy since it can cause visualization problems for beginners. You usually want the entire object beneath to be faded out so the object above is clearly visible. I noticed you stacked quite a few times in this diff and I don’t think that’s a good idea. Usually once or twice is fine as long as the object can be seen clearly, but be careful not to do it too many times.
You used quite a lot of ½ spacings in this diff. Usually it’s fine if you don’t have any other alternatives, but in this case I suggest mapping the Easy a bit more simpler so it’s more beginner-friendly. its always clicking one time the 1/2 so no difficulty there. Its just for not having only 1/1 which would suck sooooo much
Good Luck~
Thank you sooo much for your mod, it was very helpful:)
edit: i removed the sv increase in hard at kiais so its less similar to insane and fits better in the gap
double edit: i did sv 1.1 in normal so it fits better in the gap (easy 1.0, normal 1.1 and hard 1.6x sv)