Адвансд оставил как есть, мне там прям ну совсем не нравится 3/4. Пофиксил все в Хурде, плюс пару вещей подвигал. Спасибо!
http://bakarisu.s-ul.eu/DBNhO4TI.osu
http://bakarisu.s-ul.eu/DBNhO4TI.osu
Спасибо!Namki wrote:
В песне очень сильный инструментал, поэтому предлагаю повысить овералл волум на 10%. Как-то я только норма-нормалхит слышу еле-еле. Поднял, да
02:09:559 - / 02:14:892 - как-то не очень сюда вистл фитает. Давай драм вистл, а то ты выделяешь эти одинаково, что звучит странно 02:09:225 - и 02:09:559 - , 02:14:559 - и 02:14:892 - . Поставил драм, вроде получше стало
Дример
01:45:559 (1,2,3,4,5) - хорошо, что выделил 01:46:225 - , но согласись, что 01:46:059 - тоже сильный звук. Стоит всё-таки выделить как-то это дело. Обсудили ингейм, пока менять не буду, т.к. упор на джампах делал на клепы
02:12:725 - курв бы сделать ровно, чтобы уходил на 02:12:642 - , там прям этот "шь" звук попадает, круто выходит. Я на ударные делал углы .-.
02:56:559 (2,3,4,5,6,7) - если раньше были похожие паттерны, которые худо-бедно можно было прочитать (если ты генерик твсайз игрок), то тут надо быть парнем из 2010. Я не согласен с таким расположением серклов, тебя понесло куда-то не туда. Это, как минимум, просто не вписывается в структуру мапы, как я вижу. На самом деле, такие паттерны есть, просто в 1 и 2 киае они проще, как некая подготовка к концу идет.
Я бы хотел оставить, потому что мне кажется, что прогрессия есть и это не выглядит чем-то рандомным
Всё круто, есть, конечно, пару моментов, которые я бы переделал в ласт диффе, но там ничего плохого нет, просто лично мое мнение.
Удачи~
Everything updated \w/Namki wrote:
Для Рмди: 02:18:892 - он продолжает петь "turn to dust" до сюда, а текст уже пропадает 02:18:559 - тут. Надо бы что-то сделать с этим. Пофикшено!
Thank you!Naotoshi wrote:
sorry for lateness. had a lot of schoolwork.
[bakari's hard]
01:14:059 - eh skipping here feels weird to me, that entire triangle pattern is based on drums but then skip a strong drum? my bad
01:47:725 (4,5) - seems misplaced it's not, though. that's a symmetrical pattern with a bit of a jump for the vocals.
02:38:892 (6,8) - ew, maybe space 8 up and left a bit? sure
[advanced]
01:07:392 (3,4) - 01:12:559 (2,3,4) - weird t put 3 clicks here when there is only sounds in the melody imo true, changed that
02:21:559 (1) - i think this is a bit oversimplified, especially considering the amount of 1/4 (well, 1/2) rhythms used in kiai time. i'd suggest breaking up the first slider in each of those pairs to follow the melody a bit more closely. I see the point, but I feel like simplified rrhythm workls way better with the synth and gives the part a very specific feel. I'd really love to stick to the current patterning
03:03:559 (8,2) - ohh this is so ugly -_- I don't really see anything ugly about this pattern, though. Would you mind being more specific?
Thanks for mod!Naotoshi wrote:
sorry for lateness. had a lot of schoolwork.
[dreamer]
00:27:058 (2,4) - imo these ones feel a bit "overmapped" since 00:26:892 (1,3) - is clearly much stronger. later on you did this rhythm with sliders on 1 and 3 instead of circles only, that works better imo. Changed 3 and 4 circles to slider
00:35:225 (2,4) - could make this even visual spacing for neatness I didn't get what you mean, seems neat for me :thinking:
00:53:892 (2,3) - imo ctrl g on this rhythm follows the vocals better I focused on making jumps to sounds like this 00:54:225 (3) - , so it kinda ruined this concept. Also slider covered "Cause I", so I don't think that change this will be good idea
00:59:392 (3,4) - same here, and i suggest replacing 00:59:725 - with a 1/2 slider too 01:00:059 - there is pretty strong sound, don't wanna ignore this with slider end
01:17:892 (3,4) - same, ctrl g on this and then 5,6 also following vocals here personally i suggest following vocals rather than drums like you did here basically, this is all suggestions based on that idea.) I hope I explained my idea above clearly enough
also, i think click density here should decrease a bit, since this part is quiet compared to kiai. But I made some 1/1 gaps, so density here should be lower than kiai's one
02:09:225 (6) - slider instead of 2 circles? > same vocal focus thing as up there. Nah, here is kinda 02:09:059 (5) - "be", 02:09:225 (6) - "gi", 02:09:392 (7) - "n", so it follow vocal pretty well imo
02:10:892 (1) - k_hand:
02:18:225 - regarding SB, i think stacking lyrics going upwards is kinda weird >.> since everyone naturally reads top to bottom, and you don't fade out the ones that were already sang, imo creates a weird effect. Yep, fixed
02:27:392 (2,3) - to me seems like the biggest jump should be on 02:27:225 - to 02:27:392 (2) - since it's new note in the synth. at least, 2 can be pretty big imo. Well, here 02:26:892 - , for example, really strong synth sound, so I make jump here. But 02:27:392 - this sound just feels weaker, so jump here would be... Uh, excessive, I guess (and a bit overdone maybe)
02:32:725 (3,4) - same here, imo 3 has more emphasis than 4 cuz it's last note in synth compared to constant drum clap rhythm Same
02:38:225 (3) - nice sun blanket owo
02:51:559 (4,5,6,7) - 02:56:892 (4,5,6,7) - imo this rhythm doesn't really represent song well at all, there is not really a bunch of equal drum sounds or w/e, i suggest including sliders to highlight the melody here as with other parts in the map. I made 1 slider earlier, right, but here is the last kiai, so I wanna make this more intensive without changing general rhythm (it's still objects with 1/4 gaps), so I decide to make 2 more circles instead of 1 slider. Don't really think it's bad or ruin smth
03:19:892 (4,5,1) - this is so uncomfortable to play :c Fixed!
[advanced]
00:38:558 (2,3) - 1 pixel off of parallel, unrankable issue right here Such a crime
[normal]
02:10:892 (1,1) - spinner recovery? this current is technically rankable but may cause problems since the next note is already fading in during the spinning period. i suggest ending the spinner at 02:12:225 - instead to give a full measure of recovery and avoid this. I don't really think it's a problem, because players have more than half second to recover. Also I think spinner will be too short if I end it here 02:12:225 -
as always, i suggest placing a circle before all spinners that start with a drum hit, for more interactivity with the song or whatever. Added cirle in all diffs except normal and easy, still thinking that it pretty uncomfortable for low difficulties
also, it is kind of hard to see the names on collab diff in the SB (http://puu.sh/vzyOz/825cd7e988.jpg), could you change the font color if you find this an issue? Ye, changed color
not sure, let me check it first, send me a pm or smth when readyBakari wrote:
Can we keep the AR on the Dreamer difficulty assuming we increase readability of the patterns? I guess it could work, right? After all Ar8 and the whole set is sort of a throwback to the older mapping days, so matching the meta of these days is reasonable and makes perfect sense in this context.
Applied fixes for Bakari's Hard and Adv Collab (also fixed some HS issues in Advanced)Natsu wrote:
DreamerFixed everything else~
- AR feels really slow, 8,5 would be a lot better As Bakari said, that some kind of reference to old mapping. Also it should works better now, coz I fixed issues with 1/2 and 1/1 gaps to increase readability
- 02:30:059 - you're really missing a circle here, since it's the same melody as 02:30:559 (4,5,1) - That's not actually the same. In second case there is drum hit on blue tick, but in first case its not
- Not a fan of the visuals, but that's your personal thing, anyways I don't agree with the 1/1 and 1/2 jumps being too similar, since it's better to do antijumps for the 1/1s or use a masive space for them, specially when u use an irregular spacing for the 1/2s Increased spacing between 1/1 gaps
Yup, done!Natsu wrote:
yeah looks better, last thing, can you use 35% volume instead for 03:21:892 (2) - at every diff