Thank you.Feb wrote:
hi there
from ur q
cereal things
are there any hitsounds? I hear some finishes sometimes, but the claps are missing all the time?
I guess you are going to add them later lol. I have no idea if you have custom hitsounds but I used the standard normal hitsounding and drum as well instead of custom ones
Extra
ar and od seem like a gimmick thingy, but when it comes to playability ar 9.2 seems like the best, since the jumps are sometimes quite huge.
od would fit better into spread with 8 or sth since your insane and hard only have 1 od gap between each other. I will not change AR.
Hmm.. aside from the occasional overmaps the map in its current state is i think alright, are you really saying this map is overmapped? lol
however what should be a bit at least be a touched a little bit is the spacing in 00:16:179 - this part where objects are spaced out the same like in the more intense part before. By the way, the intense part of the beginning is over but this part now has the same slidervelocity.
The only difference this part has to the intense part is the occasional 1/1 sliders. How about make it more distinct with lower slider velocity OR lower spacing. I do not understand the reason why I should to it
Also some kicks are sometimes emphasized more than the downbeat or the snares: 00:18:346 - 00:29:013 - like these.All patterns, have a logic flow. If I reduced the spacing, I would break the flow I created and the logic of patterns. See, this 00:18:346 (5) is making a triangle with 00:18:179 (4,5,6) - . If I reduced it, it wouldn't be confortable to play anymore I suppose 00:17:346 (4) - these are spaced this way for the vocal? But even if they are mapped to the vocal,
I kinda suggest you to overmap these as triplets on the downbeat as they emphasize the vocal and piano at the same time and since you sometimes overmap anyway for certain sounds I don't see a reason to not map them like this. It also plays much more natural. It would play more natural I agree! But again, I would break the structure of the pattern..
00:32:096 (7) - minor thing, but you could emphasize the actual drums more than the overmaps even its just tiny spacing, just to seperate them effectively.if you are saying me to unstack them to emphasize the drum, I do not like unstacked 1/4 when the first element is an 1/2 slider's tail. You can try to do it and look how bad it's revealed
01:22:846 (1,2) - another minor thing, but for consistency it should be added: These should be swapped in NC's since you combo to the vocal which you do 01:24:513 (1) - here as well.Nice catch
00:39:846 - i mean I understand you want to undermap parts with a drumroll where a vocal is occuring like 00:58:013 (5) - but this kinda should be emphasized or at least mapped. well since everyone is mentioning it, I decided to map it. Even if now it looks overmapped ew but Idk it looked so empty since in the music there is that fucking annoying sound
00:47:513 - this is the same thing.
^these two points are just my personal taste, but seemed also abit out of place with the concept of the drumroll, or I just don't see what you're doing, lol.
Insane
Rhythm is about the same as extra, but hp is higher there. Shouldn't it be the other around when it comes to difficulty? it' s lower by 1 tick
Spacing here in the same part as I mentioned in Extra is better here, but could still need some improvements. The spacing is quite okay now so there's no need to make up for it with
Slider Velocity or sth like this, but some notes are emphasized which just shouldn't be emphasized like 00:12:846 (4) - this note has no sound at all, but is emphasized. Man, they are insane and extra diff, not normal or easy one. It's a normal and natural jump to play
Rhythm things
00:07:013 (2,2) - hmm.. its a minor thing, but prior you didn't emphasize these kicks at all and the ydon't follow the vocal to well either, which is your main concept in the first place. It makes it a nice pattern tho, but yeah should kinda fit the concept too. but I made my own rhythm constant in all this part
00:09:513 (1) - would fit more as a 1/2 slider to line up with the vocal like 00:09:846 - which emphasize the same sounds. yea you are right but the 1/2 spamming sliders would be so repetitive..
Gameplay wise:
00:13:513 (1) - this jump pattern is the hardes tpart in the entire map, the rest plays really not difficult and almost like a light insane, when it comes to spacing. Can you maybe tone this jump pattern down? I asked a lot of tesplays and no one got any issue there
HMMM i guess its good, mainly due to the better spacing here in the one place i mentioned. aaaaa
Hard
00:20:179 - wouldn't fit here a 1/1 slider better to the vocal and a single circle at 00:20:679 - ? Current emphasizes the the snare on th white, but not the vocal like prior mapping. Same thing happens 00:30:846 - here.I do not want to make the map annoying with all 1/1 sliders on this part...
00:25:513 (1) - no problem here, but more gameplay oriented. These feel a bit stagnant as they play the same as 00:22:846 (1) - this, but they emphsize different things. HOw about introdcuing some stacks here? Would fit the piano nicely imo. stacks are annoying, it plays cool
00:34:846 (1) - not sure theres enough time to react to these sliders at this level. Probably need some testplays from players around this level. I had no problems with these, but im certainly above this level right. Maybe to save some time. Overlap these and be save instead? you would have been right if I had stacked this with 00:34:179 (3) as it should be to turn back, but I had to stack this with that one to make it perfectly readable
01:07:679 - should be emphasized as its a vocal, the snare is not as important in your concept." the snare is not as important in your concept" this sounds like an offense xd There is always a reason behind some decisions, just know this. I decided to make this because I do not like starting 1/2 sliders on red tick when it's not really needed, and here, it is not needed. And I won't use 3 1/2 circles to map this part, because we are on hard diff, and, my style is to alternate slider with circle. This should have been clear till now xd
offtopic - 01:23:179 - lol this is nc'd like i suggest in the higher diffs xd
this is actually executed nicely with the spacing here, no problems here.
normel
00:00:180 - for simplicity which is still important in a normal, the spinner should be mapped like the easy difficulty. yea done
00:10:846 (5) - rhythm error here, as this is emphasized not to the vocals, but is mapped the same as the consecutive circles 00:09:513 (1) - here. Since you introdcued already that sliderends can end on downbeat how about mapping 00:10:513 (4) - as an 1/1 slider instead? Would fit with consistency as well. I do not understand your concept
00:37:513 - COOL, wow someone introducing slower slider velocity in normals? Need to mark the day in my calendar. Hey, but i still have a concern here, can you chose a different spacing here? the almost overlapping things 00:38:846 (2,3) - look imo not really pleasing. I know this is a personal thing, but yeah. You already have seperated this part from the others, by adding different slider velocity. Spacing similar to what you have done before makes up for it imo. You are kinda annoying with this little provocations
00:50:846 (1) - can you map at least in the lower diffs, to snares here? It's abit difficult otherwise. Red tick barely is noticeable also following vocal, it should end at last white tick in that spot. Uhm how about adding ah 3/1 slide rhere instead? It matches both drumming and vocal the best here.I decided to map this part constant between all diffs
01:03:846 - this sound is stronger than 01:03:679 - this sound both vocal and snare are here, but head emphasizes the red tick instead. Seems more or less imo here, that you didn't know how to map this differently here xd.
How about adding a 1/1 slider here and adding a note at the whit tick? you won't lose your priority on vocals and additionally have emphasize on the white as well. I did the same on 01:11:846 (4) as well, but the point is that the down beat needs to be emphasize with more priority than vocal there
01:06:179 (4,3) - minor thing and personal taste, but this is kind dense here, plus 01:06:179 (4,4) - these are barely touching but its noticeable. Could move this abit down, so it doesn't look so cramped.when they appears, the previous elements have been disappeared already, they are not touching each other
01:27:846 - this will 100% confuse players since its mapped to vocal here, but you don't map neither of the vocals before. The timing of the note here is unpredictable unless you just watch the approachcircle. It's not confusing for a Normal diff. I will keep it to close the map, but will probably remove it on easy diff
Mapping it to the cymbal would make more sense here as its on 01:28:179 - the downbeat or red tick, for simplicity its better to have it on the downbeat i think.
You might realize i don't quite like vocal mapping in lower diffs, unless i absolutely have to :/ :D
einfach
hi od1 we meet again after 300 years you good mate?
ok my main issue on this is that you want to force the vocal mapping here to much. You obv have in mind to map them judging from the ncing you chose here and when they start, but you just don't map to the vocals very often which makes skips on the 00:06:846 - 00:08:179 - downbeats very very awkward. What I mean with you skipping the vocal when you try to emphasize them. Here are some spots: 00:07:846 (2,2) - these both have no vocals on it, but snares and this would be fine if you would focus on all drumming parts instead.
Right now you just partly map both things not very effectively. This mapping kinda worked in Normal since you were able to map 1/2 sounds, but its impossible here. BUT! If you really want to force the vocal rhythm here. You really need to consistently do that. For a part alike 00:05:513 - this it would forced to vocal look like https://feb.s-ul.eu/8bFMiC05 this which is really meh and skipping lot of beats.
I guess this is only in the beginning the case since, alot of vocals happen on the white tick afterwards and don't seem to much problem then, but this rhythm is irritating.
yea not sure if you should use stacks in an easy difficulty, probably not, but who cares. 1/2 is not only mappable on Normal if you know how to map it on easy diffs (following the vocal) like me : DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD I am sorry you dislike it but w/e
00:10:846 - since you don't introduce that sliderends can end on downbeats like you did with the normal diff, this downbeat should be emphasized. Also I con't understand why you jsut don't map it like https://feb.s-ul.eu/shebiiNP this. The new combo here on 1 is the exact same thing as 00:05:513 (1) - here. it would mean 2 consecutive stacked circles and I do not want
Besides that one point I've talked about alot I don't have much to mention here!
I wish you good Luck with the mapset!
Here's my map:
https://osu.ppy.sh/s/634140
Just a tip: if you are not be able to understand the logic behind the rhyhm the mapper used, don't be greedy/aggressive when you mod a map just because you didn't get the idea. That kinda tilted me, just saying. Be quiet, and live more.