thx.But I chose to keep my point of view .Lasse wrote:
didn't expect it to get qualified so fast after bubble, even less so as it is right now..
I called for you, but you didn't pay attention to me
hitsounding
why are you using edm kick samples as hitnormal, that sounds so unfitting with this song
using some non-electronic kick samples would make much more sense
04:22:624 - using hihat hitnormals in parts like this also makes no sense with the song, there are drum and guitar 1/4 but basically adding a 1/4 hihat layer with hitsounds sounds horrible
similar for the intro/part until first kiai
and parts like 01:17:824 - etc.
not using cymbal samples (like default soft finish) in a song that uses them quite frequently also seems really lacking
I don't quite follow you . Is this denying all sound effects...? I can't guarantee that everyone sounds good .at least these sound effects are regular .Hummm... I've changed my hitnormal once. At least it's not bad now. If you have a better hitnormal.please send it to me
streams
your stream emphasis is all over the place in many spots
just from looking at parts like 03:41:824 - 03:49:024 -
things like 03:42:274 (7,8) - are emphasized a lot for whatever reason but then 03:42:424 (9) - isn't all, even though it stands out much more in the song and your hitsounding
then 03:42:949 (16,1) - 03:43:549 (8,9) - 03:44:149 (16,1) - actually make sense, but for some reason you do nothing on 03:44:824 (9) - 03:45:349 (16,1) - etc
03:46:024 (9,11) - are hitsounded to somehow stand out, but your patterning doesn't make them stand out in any way
u overlooked an important piece of information .03:46:174 (11) - this .It's the last repetition 03:46:024 (9,11,13) - 03:44:824 (9,13) - 03:43:624 (9,13) - 03:42:424 (9,13) - In the next paragraph. a change has taken place 03:46:624 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) -
So it's changed at the end of the paragraph
I mean these things could work if you actually were consistent with them, but emphasizing like half of the stronger beats and ignoring the other half makes no sense
That's a very good suggestion, but about this. I just cut the same paragraph very thin. So that it looks very random. maybe it makes you feel a little confused... Emmm... I'll try to get someone to understand my audio model .mrsergio and I discussed the problem
00:08:749 (16,1) - this is suddenly using such an outstanding angle when you didn't do that on all the strong beats before is ?? 00:08:749 (16,1) - 00:09:874 (15,1) - 00:11:149 (16,1) - 00:12:349 (16,1) - If I say it's a twist, I don't know if you can accept it .yes, I can start with an acute angle from the front, but I didn't do that. Is consistency necessary here? 00:06:124 (13,14,15,16,1,2,3,4,5) - 00:07:324 (13,14,15,16,1,2,3,4,5) - If you need, I can even explain these two as buffering because their angles are getting sharper and sharper .but it doesn't make sense, you know. If I keep the consistency here, it will become very single. streams lost his mind
these issues are mainly relating to when you use such inconsistent concept of (not)emphasizing stuff during the same stream, and how you decide to do it.
changing things up a bit for different parts etc. is alright though, especially for a long song with so many streams
perhaps the consistency for many people is a must. But this is not blindly believe the reason. Most of the time, what we see is quite different .
more things
00:47:824 (6) - is putting lots of emphasis on the 1/2 ticks with hitsounding but mapped tapping rhythm doesn't fit, this would be much better as two 1/4 sliders I don't deny your point of view, but I don't think it's bad right now .00:47:824 (6) - This can be seen as a pause .00:48:124 (1,2) - give the player a better response to this place .
03:55:024 (1) - should probably be 1/4, the guitar is not that clear, but sounds better on 1/4 as the important guitar beats seem pretty close to 03:55:174 - and 03:55:249 - , together with clear drums on 03:55:174 -
hummmm... This place is very blurry, because I really follow the guitar .I think if I use a 1/2 slider. Plus a note. here will become very strange. But if 1/3, it will not be so molimen .03:55:324 (1) - because the two sounds coincide here But I still have a choice, if you think so https://puu.sh/x8aMM/47defe6647.png
04:19:924 (13,14,15,16) - this doesn't give enough hitsound feedback, 10% is way too low, fadeout you put here should just se smaller steps as the ones before are really hard to hear
but this is a diminishing process.a gradual process of decline .04:19:924 (13,14,15,16) - they all added finish.and there's a rising sound in
the map uses some nice ideas, but it seems to really lack in how they were executed