lmao thanks for that gr8 suggestion at the last part protProtastic101 wrote:
Marked, will edit post in a few hours
Holy fuck Im stupid and accidentally used the star icon lmao, calling rivals to rebub real wuick
k so barring my stupidity aside, havean incomplete check cause Im sleepy zzzza complete check! I did something for once!*boop*General
- Jumping from OD/HP 7.8/7.8 in the HD to 8.6/8.6 in the MX is kind of a large and unnecessary jump imo since the chart isn't very difficult to begin with. I would try using OD/HP 8.3/8.3 or something around that // imo, since I kinda failed to make the map hard enough for the standard MX difficulty, I decided to make it up by making the OD/HP higher. Another minor reason is that I could have done 4,5,6 intervals of the OD and HP, but I meant to make the numbers even for aesthetic purposes. Though I may have to think of a more proper OD/HP rate (though I won't have something that ends in .0 or .5 xD)
- soft-hitclap is really low quality. Here's a similar sample that sounds clearer http://puu.sh/uPu1g.wav (just right click and save as to download the sample)// will download and apply before I update
- not a suggestion, but you sample imported the custom named samples (the soft-hitx's) and looking at it in the editor, this bugs me aaaaaaa//aaa too lazy to change it x_X
Hitsounds in all diffs 00:03:665 - add finish
00:50:566 - add kick // will add4K [EZ]
00:09:158 (9158|2) - I would extend this into a 1/2 LN since the bag pipes or whatever that instrument is still plays here. // I tried to avoid 1/2 LNs, so instead I made the slider at 00:09:369 - a normal note nstead
00:09:792 (9792|3) - Same suggestion and reason as above [/color]
00:26:059 - 00:26:904 - I would add notes here for the kick and also to keep the 1/1 base rhythm steady in this section. // keep the current pattern, since it can be a good "calm down section" before the denser part (2notes for the snare) can be more emphasized.
00:50:989 (50989|2,51306|2) - I would suggest against stacking these notes since it's kind of hard to read 3/4 rhythms as a beginning player when the notes are stacked. Additionally, the pitch is different from the previous note, so pitch relevancy wise, it's inaccurate. // fixed and made it relevant to pitch
00:53:524 - I would consider adding a 2/1 LN here for the drumroll, and then adding a 1/1 LN at 00:53:946 - to represent the reverse cymbal // a little halt before the chorus seem good imo
00:56:059 (56059|2,56482|2) - Don't really see a reason to stack these notes // these aren't really noticeable and doesn't affect consistency imo, but the reason why it is stacked is because i want to keep the two note patterns consistent. Plus there's a kick every 1/1 so it may make sense for stacking it
01:12:961 (72961|3,73383|3) - Similar to the above. I'd move the notes around a bit to be in different columns every time. // same as above
[NM]
00:51:623 (51623|1,51623|0) - Why make these LNs when the other notes aren't? It's not like there's any special emphasis here for it, so I would just make them short notes like the others // I would've extended it to 00:52:045 - , but it will end up having a 3-note stack in the first column. However, I pushed through with extending the LNs and intend the 3-note stacks
01:14:862 - Missing note here? You've set up a base 1/2 rhythm in this section, so not having a note here kind of breaks the flow imo since that's what the player is expecting is to keep a steady 1/2 beat. // oops, I added this but I think I forgot to update.
[MX]
00:20:989 (20989|2) - I'd make this a short note since you left notes like 00:22:679 (22679|0,22679|1,24369|2,24369|0) - as short notes when there's a similar guitar sound there // it was for a different sound, and it's fault in my side. Instead, I removed the LN at 00:20:989 - and added LN for 00:21:834 - and 00:25:214 - .
00:34:721 (34721|0,34932|1) - I would recommend putting the overlap on both hands instead of just one since the coordination between hands becomes easier. Maybe something like this would work https://osu.ppy.sh/ss/7602089 // thanks for the suggestion! followed
01:07:468 - I would suggest adding another note here in 4 to make a hand for the crash // keep, for consistency with 01:06:623 - and it already has a good transition for the upcoming 3-note crash5K [EZ]
00:26:059 - 00:26:904 - Similar to what I mentioned in the 4K Easy diffs, I would add a note here to keep the steady 1/1 base rhythm // same reason as I stated there
00:50:989 (50989|0,51306|0) - Also similar to what I said in the 4K diffs, they aren't the same pitch here, so I wouldn't recommend stacking them as players of this level aren't used to reading 3/4 rhythms just yet, so spreading them across both columns is vital to give them a visual cue. // fixed as well, and made it pitch relevant while considering audience impact
01:10:003 (70003|0,70003|4,70848|0,70848|4) - I'd suggest making these jumps different each time since I think using the same [15] jump feels kind of repetitive. // nice catch, 01:10:003 (70003|0) - was supposed to be at 2
01:11:693 (71693|2,71693|4,72538|0,72538|2,73383|0,73383|2,74228|4,74228|2) - Similarly, the last 4 jumps have been either [13] or [35], so I would consider trying a different kind of chord for a bit more variety. // fixed
[NM]
00:23:735 (23735|1) - Move to 1 since the last roll was also 2-3-5 // it's intended for pattern consistency, like how the roll at 00:25:425 - is the same with 00:20:355 -
00:31:552 (31552|0) - Remove this note (move the kick.wav to 00:31:552 (31552|3) - if you do). My reason here being that you've mapped all the kicks in this section using singles, and so by mapping this kick as a jump, you've broken consistency. Additionally, I'd recommend against using 1/4 triplets to lead into a jump on a Normal, but that's not really a large issue at 142 bpm.// fixed
00:36:834 - Add note here to maintain the 1/2 base rhythm // added, nice catch!
00:50:989 (50989|2,51306|2,51623|4,52045|4) - Similar stuff I mentioned in the last diff about pitch relevancy // fixedddd
01:19:721 (79721|3,79721|1,79721|2,79932|3,79932|2,79932|1) - Ehhh, Im kind of on the edge about this one. I mean, it's 5K so using larger chord sizes in the lower diffs is more acceptable, but at the same time, it's still only 5 columns so you're already using 60% of the columns here which I feel may be a bit too heavy for players to read at this level. Idk, I dont mind if you keep them as is or reduce them to jumps. Your choice // keep, as this can emphasize that heavy beat a lot.
[HD]
00:50:989 (50989|1,50989|3,51306|0,51306|4) - Assuming you left the other diffs the same with the stacked note here, I'd try to be consistent and make this stacked too, in columns [24] probably // did a [14][25] pattern instead7K [EZ]
00:26:059 - 00:26:904 - Add notes for the kick? I actually think you could turn them into overlapping LNs like this https://osu.ppy.sh/ss/7617532 // keep as it is now, still the same reason from awhile ago xD
00:31:975 - 00:40:003 - Poor column 3 isn't used for a full 9 seconds lol. I'd recommend moving 00:36:200 (36200|0) - to 3 to try and balance out the columns // loool fixed the section a bit to fill up col 3
00:50:989 (50989|5,50989|1,51306|5,51306|1) - Not the same pitch but stacked *sad* // fixedd again, but I'm kinda not sure about this new one lol pls check ;w;
[NM]
00:38:524 (38524|6,38630|4,38735|2,38735|0,38841|5,38946|3,39052|1) - I think it'd be cool to make these overlapped LNs like this https://osu.ppy.sh/ss/7617564 . Well that might be a bit hard. Could consider it for the Hard (assuming Sora's reading this) // i made it consistent with the other NM diffs instead
[MX]
00:20:989 (20989|4) - I would make this 1/2 since the guitar isn't palm muted or anything // made consistent and other parts in this section with 4K MX
01:06:200 - I'm pretty sure you could do a cool LN wall thing here for the violin runs. Something similar to this maybe? https://osu.ppy.sh/ss/7617681 // oh dem nice suggestion, did a little LN work AND RIP STAR DIFFICULTY DXXXXXXXX but i love it
will update everything along with hitsounds and ly0's diffs soon
EDIT: updated along with lyo's diffs , some few changes as well
> added hitsounds, though I'm unable to download the new hitsound because i have problems with my puush, so used my current hitclap atm
> changed OD/HP rates to 4,5,6 intervals (6.8 -> 7.2 -> 7.7 -> 8.3)
> evil walls for 7K and 4K MX looool