hai hai phy o/ mod-desu
rip akitoshi's diff isn't here yet, poke me when it's uploaded so i can mod it Loved the mapset gogo for ranked ^^
btw, since you're a mutual you can have guaranteed mod by requesting me in this queue if I'm open or by poking in-game
the mod
Audio bitrate is higher than 192kbps, I highly suggest recompressing it to the right size
Tags : obvious stuff, but just reminding to put the proper tags
[Icekalt's Easy]
Tags : obvious stuff, but just reminding to put the proper tags
[Icekalt's Easy]
- 00:18:510 (3,4,5,6) - this looks so ugly and lazy compared to the rest of the intro xD could you at least move 4,5,6 a bit down and adjust their placements so the tail from 6 stacks with the tail of 3 ? It would even make a better angle of movement and visuals
- 00:28:110 (1,3) - make them parallel ? same to the next one
- 01:11:996 (1,2) - Make them properly aligned, example. (You'll need to adjust next patterns DS)
- 01:14:739 (1,2,3) - I realized you tend to keep doing these really close angle movements...it looks really messy fow low star diffs and also play ''urgh''...I suggest you adjust this pattern to have a better angle by simply rotation the slider 1 a bit...Like this. It will make your map look and play 30x better just by doing small adjustments on angles like this...other examples where you really should do this are:00:18:510 (3,4) - (in case you didn't change nothing), 00:21:253 (6,1) - (in case you didn't change nothing), 01:01:024 (1,2,3) - , 01:03:767 (4,5,6) - , etc etc...you have some really good movements and visuals like 01:06:510 (1,2,3,4) - but you tend to keep doing those really sharp angles with no visuals...in easier difficulties it's important to keep a clean and nice structure...the playability is so simple that you must care more about the flow. I suggest adjustments in the entire map about this, so I won't point out this angles anymore
- 01:35:310 (2,3) - Either make them properly aligned or adjust the triangle shape of 2 + head of 3
- 01:37:367 (5,1) - Stack, you can ignore 0,0002x of DS to make a better visual, it's ok lols
- 01:42:167 (4,6) - that's really messy xD I highly suggest you make it properly parallel like you did with 01:43:539 (5) - . It's the because it will play literally the same way as before, but looking way better while having the same transition to 01:44:910 (1) -
- 02:01:367 (1) - from here until 02:10:967 (6) - . It's way too repetitive imo...you masked it with different slider shapes but the whole rythm + angles + motions are the same, I suggest a better variety
- 02:53:482 (3,4,1) - that's a ''urgh'' movement for an easy, I suggest a friendlier flow by moving it a bit downwards
- 03:09:939 (3) - Copy paste the 03:11:310 (4) - for a better pattern, it feels off like this
- I have some concerns with the quality of this difficulty tho...sorry xD nothing personal ofc, but there are huge obvious issues with lazyness (lots of copy pasted rythm that feels hollow) and weird angles/motions.
- 00:47:310 (3,4) - maybe take some time to make a blanket of some kind here? you almost did it without intention, so why not try a bit harder?xD
- nice
- 00:22:453 (2,1) - Stack them? It'll play a bit better while also having emphasiz because of the spacing
- 00:32:224 (4,5,6,7,1) - I have some concerns with this drastic change of structure...00:32:396 (5) - was a strong ''overmap'' based on previous logics and both stacks really don't feel that good...I suggest you adapt it to something consistent with other patterns, this would be an option but anything that you consider good might be a good change (for example, what you did at 02:21:939 (4,5,6,7) - )
- 00:56:910 (5,6) - while this makes sense rythmcally and also fits your structure, it's not really that ''good'' for playability compared to the music because of the important sound of 00:57:253 - for both the instrumental DnB and the ''main digital melody'', it takes the player out of rythm being in this hold slider, the same applies for all the other usages of this slider for that sound...I highly suggest you adapt it to have only 1 reverse arrow (being a triplet sound) and placing a 1/2 single note on the white tick on a placement of your choice, it will feel 10x better and will give the proper clickable feedback. (read next suggestion before doing any changes in case you agree)
- 01:05:139 (6) - Here tho you can maintain the 5 sounds of the reverse since it's an impactfull change on the song and the end isn't as strong as the other ones, so on these transitions you can keep this slider as it is
- 02:01:367 (1,2,3) - I know ''visual modding'' is lame and all, but this looks a bit off compared to the entire map, althout that triangle shape was intentional and yes i can see it, the overall flow and pattern looks a bit messy, I suggest you place in a good angle like all the other times or adjust their positions so they can have a kind of blanket like this
- 03:22:282 (1,2,3,4) - different from the other linear movements you had, this one is playing a bit harsh because of the momentum from 03:22:282 (1,2) - . So I suggest you make a different motion here, this is an example but any other of your choice would do
- 03:29:824 (3) - Copy paste 03:29:139 (1) - then use Ctrl + H and adjust so they can be symmetrical, will have a bit more of visual appealings o:
- 00:16:453 (7,8) - I understand you also made these stackings consistent with other moments, but I really think you should emphasize 00:16:624 (8) - properly since he is the important note compared to 7. you don't need to make a huge jump, but unstacking would do wonders for the whole structure
- 00:19:196 (9) - Ctrl + G ? would have a sexy flow and even an interesting transition to 00:19:882 (1) -
- 00:22:624 (2) - So, I'll pinpoint only this slider but i'm talking about ALL of them in the map, the change of SV is brutal...the idea is nice, the DS is ok, it fits the song, but the change is brutal and everytime it happens you didn't change the NC, I Highly suggest you put a NC in every slider like this, if possible you could even do color haxing and padronizing a single combo colour (a strong one if possible) to only appear on these sliders, would make it way more natural and also give a lot of polishing and structure for this difficulty
- 00:23:653 (4) - following the idea of the previous one, here you could use the same colour as the idea above, but with a weaker tone, again, huge gain in consistency and polishing
- 00:30:167 (6,7) - unstacking here will do wonders for flow, placements are up to you since almost anywhere is fine
- 00:32:910 (1) - last argument about those slow sliders...usually when people see this in maps with high SV change during a transition they think ''oh god a slow one incoming'' or even a ''oh god a fast incoming'', but since your map is unpredictable and trickster atm the player can't now, so using color haxing on the slow ones will instantly tell the player this one isn't slow
- 00:38:739 (4,5) - this needs unstacking, it's damaging flow
- 01:00:682 (9,1) - place it a bit closer because the DS and structure is really similar to previous 1/2, so it's confusing
- 01:09:596 (2,3) - a bit more of DS and less angle between 01:09:253 (1,2,3) - will do wonders
- 01:11:653 (9,1) - last time I'll point this out so i don't keep repeating unecessary stuff x] the big problem with this is that this is an important note because of the transition and the whole structure of your map, you should'nt stack this on a slider tail >.< the same applies for other random stacks of white ticks single notes on slider tails
- 01:19:539 (4,5,1) - this is playing more hurtfull than you think , but adjusting or not is up to you, isn't really a problem...just harsh
- 01:39:082 (4,5) - same stacking issu--oh my god i'm repeating myself sorry i forgot dpasdjiapd i got it by now
- 01:49:710 (7,8) - needs a bit more of DS imo. But it's ok if you don't want to change tho
- 02:01:367 (1) - same as intro
- 02:32:224 (3,4,1) - woah what xD this is playing reaaaally weird and forced...I suggest not doing it and doing anything else since this feels so out of place in the entire map xD
- 03:09:253 (4,5) - I suggest you use the same DS logic you used here 03:12:682 (5,6) - . same applies for the other stacks
rip akitoshi's diff isn't here yet, poke me when it's uploaded so i can mod it Loved the mapset gogo for ranked ^^
btw, since you're a mutual you can have guaranteed mod by requesting me in this queue if I'm open or by poking in-game