Casting opinions on ready-ness of the catch diff
Good luck! (:
CtB Collab
- AR9.3 felt a bit slow for reading 1/4 jumps at 191BPM. I'd prefer something like 9.5
- Man this storyboard is OP, crashed my computer 3 times just trying to mod it ;w;
Rename to osu!catch Collab
Xinely
- 00:14:977 (6,1) - Hyper against the wall can destabilise the player, and this is still a calm section anyway so there's no need for such a strong movement.Reduce the strength here please
- 01:23:459 (4,5) - Consider a hyper here? This sound is noticeable stronger than the previous 01:21:103 (5,5) -
- 01:26:757 (1,2,3) - Strong antiflow use doesn't feel fitting here to me, these sounds are relatively calm
- 01:29:113 (8,1,2) - Please no, this is a strong hyper into strong dash and the sound (2) isn't even notable. (1) at x-400 or so is much more fitting
- 01:30:527 - Why is the patterning here so intense given this is such a calm part of the song? You have confusing almost-dashes like 01:31:155 (4,5) -, random distance placement on one of the only notable sections at 01:32:412 (5,6,7,8,1) - that feels unfitting, and then you decide to skip your hyper patterning on 01:37:124 (2,3) - 01:38:380 (2,3) - so it also feels inconsistent. I'd strongly reconsider simplifying this section
- 01:39:637 (3) - There's no 1/8 sounds here, so not sure what you're following. At best, you could justify this as a 1/4 repeat slider, although I feel even the beat at 01:39:715 - is not necessary to map here, instead focusing on the strong piano triplet
- 04:28:328 (3,4) - No reason to extend this to a 3/4 slider given the sound present clearly ends on the red tick, keep it at 1/2 please. Same applies to 04:38:380 (3,4) -
Spectator
- 00:22:673 (1,2) - 1/4 hyper transition is in the same direction as previous movement, creating an awkward change in pace where the player has to stop completely and then continue in the same direction. Placing (2) on the right side would be more comfortable
- 00:25:029 (7,1) - Unsure why you're missing a hyper here, considering this is the same intensity as 00:20:003 (5,1) -
- 00:25:972 (2,1) - Hypers against the screen border are heavily discouraged in the current ranking criteria as they can easily destabilise the player. Bring this at least a few grid spaces away from the wall please
- 03:17:333 (1,1) - Unexpected strong dash considering all your other transitions are walkable or tap-dashable, I'd reduce this slightly
neonat
- 00:43:406 (3,4) - Compare this to the prior 00:42:778 (1,2) - and you'll notice it's quite a bit higher. The stronger dash after hyper comes unexpectedly and is quite easy to miss, so you'd do well to move (4) to the right a few grid spaces
- 00:45:448 (1,2) - ^ Same deal here though this one is even more problematic due to the prior difficulty of 00:44:977 (1,2,3) -
- 00:50:003 (2,3,4,5,6) - More of a curve (L or C shaped) would improve flow here. As it stands, the hyper is quite strong and the movement necessary to catch this 5plet is quite slight, so overshooting is very possible
- 01:46:076 (3,4) - Another unexpected dash after hyper that could be made more comfortable with slightly reduced distancing
- 01:56:443 (6,7) - Usage of hyper here is unfitting given the sound intensity, and inconsistent with your previous patterning. Carrying on with your previous walking triplets would be the best option here
- 01:57:542 (6,7) - As I said for some of the other guys, hypers against the screen border are strongly discouraged in the current RC as the forced stop can easily throw the player off, making the next dash unnecessarily hard. Moving this to x-496 already makes this far more lenient
- 02:00:684 (1,2) - (2) is unexpectedly far from (1), forcing a difficult wiggle pattern here which is quite unexpected given your others iterations of this pattern, e.g. 02:00:055 (4,5) - are much more lenient. I'd bring (2) a little to the left for better flow
- 02:02:883 (9,10,1) - Seems odd to have such strong hypers on the weak (9,10), but a weak one to the strong bell chime sound on (1)
- 05:26:286 (4,5,6,7,8,9,1) - I'd curve this stream more to the right, in order to create a hyper to (1). That bell chime sound is one of the last strong sounds in the song, so it would be fitting to give it more emphasis
mingmichael
- 01:10:265 (6,1) - There's a 1/4 kick drum triplet here that would provide a little pattern variety against the presently monotonous 1/2 jump patterns
- 03:03:668 (2,3) - Strong hyper into stack, then continuing in the same direction of movement is a major flowbreaker and very uncomfortable to play at this kind of snapping. Since 03:04:414 (3,1) - has a similar problem, Ctrl+H 03:04:139 (1,2,3) - and respacing would be a relatively simple fix that greatly improves playability here
- 04:46:548 - 90% vertical sliders with hypers for 20 seconds is seriously boring to play and anticlimactic for the end of the kiai. You can do so much more here to make this section stand out
CLSW
Hope these suggestions help. The map seems generally fine to me besides the points mentioned, and I tried to keep the older style in mind when modding. That said, a couple of opinions from experienced modders on this wouldn't hurt, since I may have missed some things.- 02:03:197 (1,2) - Unexpectedly high spacing after the previous hyper considering this is a weak sound. Fix will depend on what you/neonat decides to do with the previous pattern I mentioned 02:02:883 (9,10,1) -
- 02:18:825 (5,1,2) - Kinda excessive considering you're building intensity here and this is right at the start of this buildup. Add the fact that this is 50% stronger than any other hyper in this section and you'll see it's quite unfitting. (1) at ex. x-200 would play much better. Same applies to 02:20:160 (1) at ~ x-316, since it's a copy paste flip
- 03:27:621 (2,3,4,5) - This antiflow isn't called for at all, you're in a calm section so a pattern requiring such precision is seriously unexpected - contrast with 03:29:898 (1,2,3,4,5,6,7,8) - for example. Remove either the antiflow or the (if you really want to keep the antiflow) the hypers please, since a walking antiflow pattern would be more manageable, if not still a little unfitting in my opinion
- 05:08:537 (1) - Feels better as a curve to me, but maybe just personal preference
- 05:11:679 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Any reason why you decided to forego all hypers here? Feels a bit out of place given the surrounding patterns, 05:12:228 (8,1) - 05:12:857 (8,1) - deserve one at least for consistency
- 05:28:485 (2,3) - 05:30:998 (2,1) - Hyper would be much more fitting at 05:31:469 (2,1) - 05:28:956 (4,1) - for the new measures, there's nothing particularly special about the sounds you have them on now
Good luck! (: