m4m
for the love of god remove furry and furries from the tags
[general]
u might want to change the combo colors on normal and advanced a bit to match the bgs, u used colors that work on the bg for the hard but it could match a little better i guess. up to u
metadata anywhere?
[mercenary]
u could rename this to.. something else? seems a bit too violent for how calm the song is
i think there's a pretty big issue with differentiation throughout the diff. if you compare the rhythm of parts like 00:07:785 (2,3,4,1,2,3,4,5,1,2,3) - to 00:59:339 (1,2,3,1,2,3,4,1,2,3) - in the kiai, they're quite similar rhythm wise. i recommend you simplify some rhythm in the intro to avoid this issue; stuff like 00:06:386 (4,5) - or 00:14:778 (3,4,5) - could be stuck into one slider, for example. atm it just seems like the entire map is constant 1/2 (well, 1/3) rhythm with no change... cause ofc which is always following the unchanging drums, when the vocal is what is the most melodic and changing
aside from that, the rhythm itself doesn't really focus on much imo.
00:17:295 (1,2) - starting in this section, it seems like the vocals should have been focused on - cmparing to 00:30:768 - which is similar in the song, but mapper differently since it follows the vocals.
for the part at 17 second: 00:18:979 (1,2,3,4) - imo patterns like this don't really add anything to the map. it's just sort of mindless filler rhythm that dilutes what each click means; if every sound has something on it, are you really following the song? or are you mapping a metronome? in this case, 00:18:137 (2) - and 00:18:979 (1,2,3) - are pretty similar vocals with no other melodic instruments (just the fairly quiet drums) so mapping them the same way is nice.
00:20:663 (1,2,3) - same thing, really. there's a clear vocal, but you didnt distinguish that at all from 00:21:505 (4,5,6) - which doesnt have vocals.
00:23:189 (3,4) - the vocal comes in here, would be nice to show that somehow
00:23:189 (3,4,1,2,3,4) - thi part is also clearly focused on the vocal with the spacing increase - but then the biggest jump is at 00:24:593 (3,4) - which isn't a vocal >.> and then 00:25:435 (5,1) - is tiny even though its similar to earlier vcals with really big spacing
00:26:838 (3,4,1) - thsi played badly for me due to the fairly wide angle with spacing increase making it uncomfrtablle
00:30:768 (1,2) - another example of something that i think would be better if you made it a 1/1 slider - matching 00:29:084 (1) - and 00:35:821 (1) -
00:36:663 (2,3,4) - would have been nice to see an acknowledgement of the held out vocal here
00:48:452 (4,5) - slider here would be nice, again for the vocal
you get the idea, so i'll stop here. it's my personal opinion that not only spacing should change between intense and calm parts, but also rhythm density. the contrast between rhythms isn't really enough for a proper map here imo.
[hard]
00:05:547 (5,6,7,8) - would be nice to separate 567 from 8 a bit cuz its different section in the music
00:15:617 (3) - this finish sounded rly loud and out of place
00:24:873 (4) - could be nice to ctrlg here to keep the back and forth motion going
00:30:768 (1,2,3) - i think 1/1 slider fits here a lot better with the piano
00:37:645 - could be good to represent the higher density vocals here
00:47:610 (1,2,3,4,5,6) - would be better to group 123 4 5 as the same object since in the song they are all same type of vocals
01:10:173 (1,2,3) - maybe jump to 1 since its strong beat? and you already introduced decent sized jumps like 01:04:061 (3,1) -
not much else, solid diff
[advanced]
00:37:505 (1) - same thing with the denser vocals
00:42:558 (6,7) - think following the piano with 3 1/2 sliders is better
00:54:305 (1,2) - http://puu.sh/wp4kW/6594f6496b.jpg imo this rhythm fits the vocal betteer
good
[normal]
best bg k_hand:
00:42:558 (4,5,6) - same piano thing
00:54:305 (1,2) - same rhythm thing
really nothing to say here, fine.
the lower diffs are all fine, but that top diff is uhh. really messy tbh, needs work on rhythm and angle use (like there are randm wide angles everywhere that play kinda bad imo).
good luck.
for the love of god remove furry and furries from the tags
[general]
u might want to change the combo colors on normal and advanced a bit to match the bgs, u used colors that work on the bg for the hard but it could match a little better i guess. up to u
metadata anywhere?
[mercenary]
u could rename this to.. something else? seems a bit too violent for how calm the song is
i think there's a pretty big issue with differentiation throughout the diff. if you compare the rhythm of parts like 00:07:785 (2,3,4,1,2,3,4,5,1,2,3) - to 00:59:339 (1,2,3,1,2,3,4,1,2,3) - in the kiai, they're quite similar rhythm wise. i recommend you simplify some rhythm in the intro to avoid this issue; stuff like 00:06:386 (4,5) - or 00:14:778 (3,4,5) - could be stuck into one slider, for example. atm it just seems like the entire map is constant 1/2 (well, 1/3) rhythm with no change... cause ofc which is always following the unchanging drums, when the vocal is what is the most melodic and changing
aside from that, the rhythm itself doesn't really focus on much imo.
00:17:295 (1,2) - starting in this section, it seems like the vocals should have been focused on - cmparing to 00:30:768 - which is similar in the song, but mapper differently since it follows the vocals.
for the part at 17 second: 00:18:979 (1,2,3,4) - imo patterns like this don't really add anything to the map. it's just sort of mindless filler rhythm that dilutes what each click means; if every sound has something on it, are you really following the song? or are you mapping a metronome? in this case, 00:18:137 (2) - and 00:18:979 (1,2,3) - are pretty similar vocals with no other melodic instruments (just the fairly quiet drums) so mapping them the same way is nice.
00:20:663 (1,2,3) - same thing, really. there's a clear vocal, but you didnt distinguish that at all from 00:21:505 (4,5,6) - which doesnt have vocals.
00:23:189 (3,4) - the vocal comes in here, would be nice to show that somehow
00:23:189 (3,4,1,2,3,4) - thi part is also clearly focused on the vocal with the spacing increase - but then the biggest jump is at 00:24:593 (3,4) - which isn't a vocal >.> and then 00:25:435 (5,1) - is tiny even though its similar to earlier vcals with really big spacing
00:26:838 (3,4,1) - thsi played badly for me due to the fairly wide angle with spacing increase making it uncomfrtablle
00:30:768 (1,2) - another example of something that i think would be better if you made it a 1/1 slider - matching 00:29:084 (1) - and 00:35:821 (1) -
00:36:663 (2,3,4) - would have been nice to see an acknowledgement of the held out vocal here
00:48:452 (4,5) - slider here would be nice, again for the vocal
you get the idea, so i'll stop here. it's my personal opinion that not only spacing should change between intense and calm parts, but also rhythm density. the contrast between rhythms isn't really enough for a proper map here imo.
[hard]
00:05:547 (5,6,7,8) - would be nice to separate 567 from 8 a bit cuz its different section in the music
00:15:617 (3) - this finish sounded rly loud and out of place
00:24:873 (4) - could be nice to ctrlg here to keep the back and forth motion going
00:30:768 (1,2,3) - i think 1/1 slider fits here a lot better with the piano
00:37:645 - could be good to represent the higher density vocals here
00:47:610 (1,2,3,4,5,6) - would be better to group 123 4 5 as the same object since in the song they are all same type of vocals
01:10:173 (1,2,3) - maybe jump to 1 since its strong beat? and you already introduced decent sized jumps like 01:04:061 (3,1) -
not much else, solid diff
[advanced]
00:37:505 (1) - same thing with the denser vocals
00:42:558 (6,7) - think following the piano with 3 1/2 sliders is better
00:54:305 (1,2) - http://puu.sh/wp4kW/6594f6496b.jpg imo this rhythm fits the vocal betteer
good
[normal]
best bg k_hand:
00:42:558 (4,5,6) - same piano thing
00:54:305 (1,2) - same rhythm thing
really nothing to say here, fine.
the lower diffs are all fine, but that top diff is uhh. really messy tbh, needs work on rhythm and angle use (like there are randm wide angles everywhere that play kinda bad imo).
good luck.