hi hi, sorry a bit late mod xD had some stuff to do this weekend c: my part of the m4m from your queue o/
can't wait for this mapset to be ranked <3
the mod
[Lasse's Extra]
- 00:12:886 (1) - Why reverse arrow here? o: everytime this rythm showed up you somehow made a good clickable feedback, reverse arrow feels empty and off
- 00:18:547 (1) - this has a bad feedback for the starting section...these kind of sliders don't usually work when they end on a strong and important sound followed by a 1/1 slider...I highly suggest you remove a few reverses to make it end on 00:18:759 - and place a single note at the white tick to make a good feedback for 00:18:971 (2) -
- 00:21:943 (1) - I would point this out too, but here it kinda feels like a reverse slider because the triplet for some odd reason is lower here...but just poiting anyway~
- 00:00:575 (2,4) - hiding the reverse arrow is not a good idea, I suggest you place it anywhere else
- 00:31:424 (6,7,8) - something similar to what I pointed in the last diff although here isn't so big the issue...some overmaps are ok when they actually are felt in the song, there is no sound to be represented as a triplet...for the pattern and ''logic'' on your case it ''makes sense'', but again: there's no triplet in the music...so I highly consider you remove this triplet and make something simple that fits this calm part
- 01:58:169 (1,2,3,4,5,6,7) - - this feels off in the entire section...by all your previous logics and previous pattern, it was supposed to the rythm be something like 01:54:066 (2,3,4) - or even 01:55:905 (1,2,3,4,5,6) - ...the pattern you made here is something that will only be ''heard'' and felt at near 02:00:433 (1) - . So I suggest you change this rythm to something like the examples I pointed out
- 02:02:981 (1,2,3) - this starting 1/2 with the 1/4 feels kinda weak for what you've done after (...maybe start with a 1/4 kick slider and a triplet stacked on 02:03:193 (3,4) - . The next 02:03:264 (3) - also feels weak as a 1/2 and together with the first 1/2 the rythm gets really confusing because it don't ''match'' with what you've done after 02:03:830 (1) - ...so I suggest you apply the triplet idea I said about the first 1/2 and also make 02:03:264 (3) - a 1/4 kick slider with another triplet at 02:03:476 (4) - . This will make this entire burst feel and play better
- 00:02:698 (3) - NC ? I know it was on purpose and that you've also done that on the ending part...my suggestion is not about ''hurrr is hard to read'', but because on every single other moment of the song you've used NCs to represent change of rythm and here is a really good moment to also use it consider it. 00:07:084 (1,2,3,4,5,6) - here is fine because the DS already says everything...way different from the one I pointed out
- 00:40:481 (6,7,1,2) - the NCs and angle(to the 2) makes it really confusing, at first i thought they were some kind of 1/6 or idk...I suggest placing the NC on 00:40:693 (2) - and making the visual something like This you can still have the DS on the 4th note, but this makes it way more readable and less harsh
- 01:03:405 (2,3,4,5,6,7,1) - palce the stream just a bit to the right to make the jumpstream feel better on the flow...something like This, the jump will already give you the effect you want, placing it on this flow feels better and also looks better
- 00:02:981 (2,3,4,5) - That 3->4->5 plays in a hurtfull way...I highly suggest you do something like you did for 00:07:650 (2,1,2) - where is the same segment and you did the ''same thing'', but the last 2 notes feels way better when you don't place the last note of the intensity pattern on a full linear motion
- 00:21:660 (6,7,1,2) - this pattern breaks the flow and logic you were using previously of making a good angle for the starting of 00:21:801 (7,1) - compared to the 3rd note 00:22:084 (2) - . I would suggest that you place the single note 7 at the same place of the Kick slider 1 and place that kickslider somewhere else, for example stacking in the head of 00:21:235 (4) - or any other good alternative you find ^^
- 00:31:000 (1,2) - in all honesty and respect of the world, this is a really bad overmap even for this star difficulty...some overmaps are fine when they do actually ''feel'' something, but here it's literally a punch in the stomach because of the current music >3< I suggest you just keep the single tap rythm here...the double on 00:31:778 (8,9) - is actually ''ok'' because of the change in the piano, but this other one needs fixing >3< the same applies to 00:32:910 (3,4) - and 00:34:042 (3,4) - it's simply too much for this calm section
- 01:00:292 (2,1) - why not adapt this and 01:00:858 (2,1) - for something like you did on 00:59:301 (1,2,1) - ...it plays and feels so much better, these other 2 plays a bit too much forced :c
- 01:19:679 (1,2) - nothing important...but a nice ''plus'' you could add for just a bit of visuals, is to adjust the position of 2 so the tail of the slider can be perfectly in the center of the head and tails of 1, like this for example. it won't actually change nothing, but it's just some visual polishing the same can be applie to the other on at 01:20:245 (1,2) -
- 01:22:509 (3,4) - another useless nitpicky thing...maybe stack it's tail to the tail from 01:21:660 (5) - ?
- 01:32:344 (2,3) - same thing as before, feels to much forced...it just makes the tapping harder for no apparent reason...specially because players will foresee a rythm like 01:31:000 (1,2) - and 01:33:264 (1,2) - ...if you really want to keep this double, i highly suggest that you make the same for 01:31:000 (1,2) - and the other one to teach the player the proper rythm
- 01:56:117 (2,3,4) - way too much overkill compare to all the other moments you had this same thing like 01:53:924 (2,3) - ,01:54:985 (2,3,4) - , 01:57:320 (3,4) - , 01:58:452 (4,5) - 01:59:514 (2,3,4) - ...the motion that the player will have to do is also overdone...I suggest you adjust both DS and angle
- 02:05:386 (3) - this 1/4 is so fast that the only big important part of is his Head, not his tail...so your intention of giving flow to 02:05:386 (3,1) - is kinda useless because the harsh motion from 02:05:174 (2,3) - kills it...a simple and perfect solution for it is a simple Ctrl + G on 02:05:386 (3) - to not make harsh movements and still have a good transition to 02:05:528 (1,2,3) -
can't wait for this mapset to be ranked <3