haifuri
wait no wrong
the way lunatic is designed leaves a really huge gap towards hard, i'm currently getting more opinions on that but personally i think this is a big issue for this set being pushed forwards, because the average player that can about deal with the hard will be completely destroyed by the spacing and sv differences in lunatic - i think the only way to tastefully solve this would be adding one more diff because i think nerfing lunatic would ruin it
[general]
ever considered having two red combocolours for the kiai sections, they would fit soooo well with your storyboard, current color scheme of the map is kind of plain
[lunatic]
00:58:795 (1,2,1) - this isnt really obvious as to what it snaps to, playing this might not be intuitive, moving two closer to one could potentially be better as far as interpreting it goes
01:08:643 (2) - that this counts as one of the most intense jumps in the kiai seems logically weird, if at all the big drums should be having more bam impacts
01:23:909 (1,3,4) - you never perf stac kstuff in the rest of the diff so i'd try searching for a workaround for this pattern
if you compare sections, 01:43:977 (4,5) - sticks out for being randomly huge in comparison to similar stuff
00:47:591 (4,1) - 01:47:701 (4,1) - 02:45:211 (4,1) - why are you jsut going more and more insane with 1/4 spacing, i mean even the first pattern you had is kinda insane in its context, i dont really see why you'd want even more madness of this sort
03:12:725 (1,2,3) - this would probably play better if you gave less fucks about this being a neat blanket pattern, the movement from 1 to 2 is quite jarring and in comparison 3 feels really close
03:14:011 (4,5,6) - 03:19:154 (1,2,3) - introducing completely new concepts as for how you use standalone triples within the map 3 minutes into the thing seems unfair to the player, the patterns themselves are not really expectable at this point
[]
map itself is solid, i'd nominate if you fix spread
wait no wrong
the way lunatic is designed leaves a really huge gap towards hard, i'm currently getting more opinions on that but personally i think this is a big issue for this set being pushed forwards, because the average player that can about deal with the hard will be completely destroyed by the spacing and sv differences in lunatic - i think the only way to tastefully solve this would be adding one more diff because i think nerfing lunatic would ruin it
[general]
ever considered having two red combocolours for the kiai sections, they would fit soooo well with your storyboard, current color scheme of the map is kind of plain
[lunatic]
00:58:795 (1,2,1) - this isnt really obvious as to what it snaps to, playing this might not be intuitive, moving two closer to one could potentially be better as far as interpreting it goes
01:08:643 (2) - that this counts as one of the most intense jumps in the kiai seems logically weird, if at all the big drums should be having more bam impacts
01:23:909 (1,3,4) - you never perf stac kstuff in the rest of the diff so i'd try searching for a workaround for this pattern
if you compare sections, 01:43:977 (4,5) - sticks out for being randomly huge in comparison to similar stuff
00:47:591 (4,1) - 01:47:701 (4,1) - 02:45:211 (4,1) - why are you jsut going more and more insane with 1/4 spacing, i mean even the first pattern you had is kinda insane in its context, i dont really see why you'd want even more madness of this sort
03:12:725 (1,2,3) - this would probably play better if you gave less fucks about this being a neat blanket pattern, the movement from 1 to 2 is quite jarring and in comparison 3 feels really close
03:14:011 (4,5,6) - 03:19:154 (1,2,3) - introducing completely new concepts as for how you use standalone triples within the map 3 minutes into the thing seems unfair to the player, the patterns themselves are not really expectable at this point
[]
map itself is solid, i'd nominate if you fix spread