The rest is fixed. I'm pretty much screwed up lol thx for mention it xDLitharrale wrote:
hiiiiiiiiiiiiii haaaaaaa
only mentioning each issue once
1|2|3|4
fix diff names already>:0 ay
I remade your bg to be better, use this one https://i.imgur.com/f2T1PRX.jpg (or the one altered from discord) I prefer my fog-ish :c
I am 99% sure the timing resnap at 00:18:151 is mistimed and not needed. The map sounds perfect without it and with it, everything is slightly late. (note: the whole mod is done without this changed but you should 100% change it or ask someone super experienced with timing to check it) i'll try to ask around
The SR jump between Hyper and Another is significantly bigger than the rest of the SR gaps
The gap between the two is actually only weighted at - 01:47:821 - and - 02:22:107 - whilst the rest is a pretty fair diff gap inbetween
Get rid of all storyboard hitsounds and all double hitsounds
First off, double hitsound is pretty fair if the volume is well distributed (and its not earrape lol). I use all of these techniques in all of my latest maps and there doesnt seem to be much of a problem
the second, about the SB hs. I think this is pretty fair since all the bassline have at least one note to cover. take example on the beginner
00:18:151 - these part afterwards is filled with 2 synths and 1 kick. the synths is on SB to accompany and emphasize the songs. since beginner would naturally hit 1/1 focus kick so they wouldnt be confused with the 2 synths being played as SB. rather, some of the newbie players i asked to test didnt realize that there was an additional synths on SB. they thought it was original song fx
things may got complicated after - 02:01:008 - and - 02:14:194 - in which drumline didnt match my notes which could be confusing, but the song drumline itself is confusing already to follow by newbies so removing the SB hs here wouldnt do much either
tl;dr i dont want to remove the SB because
1) it would remove some special emphasisi which was intended
2) removing the SB hs wouldnt do much either. if you play the song with fx or without the fx, they wouldnt be much different. the only thing different with fx enabled is that you will hear a higher volume version of the original fx from the songHitsound base02:46:172 (166172|4) - These tick sounds are a nice addition but they should be used one 4 beats apart rather than 3 beats. 3 beats sounds really weird and doesnt really fit imo. On the second beat of every bar would be good. the tick is slightly 1 seconds apart. thus the clock - like - fx being used is properly make senseUltimate00:22:766 (22766|0,22766|1) - A tonne of double hitsounds which theres probably a lot of in the diffs. Remove them all pls explained above
00:01:648 (1648|2) - is a chord in the song so add another note here
00:19:469 (19469|1,19469|3,19469|0) - Having this as a triple detracts from the power of this 00:19:799 (19799|2,19799|0,19799|3) - which should be a triple. remove the note in col 2 both is a snare, though its different in volume power but having it to be a double would be kinda misleading as the doubles are for kicks
00:39:579 (39579|1) - https://osu.ppy.sh/ss/9079331 proposed pattern for better PR mapping not so sure with the balance there. especially that 4|3|4|3 at the beginning
00:43:205 (43205|0) - https://i.imgur.com/FlOkYz7.png A lot of emphasis on col 1, maybe break it up a bit in the middle
01:01:337 (61337|0) - add another note on col 4 for the chord i think its not worthy of a chord since its pretty softy
01:03:975 (63975|0) - same, you get the point ^
01:16:008 (76008|3,76049|2,76090|1,76131|0) - You should redesign this stream to map this "gulp" sound more. Perhaps a 1/2 LN and a 1/4 LN to capture it
01:21:777 (81777|1) - Add something for the snare sound to stay consistent
01:30:843 (90843|1) - add a note on 2 and 01:31:172 (91172|2,91337|1,91337|0,91337|3) - add a note between these to capture the full percussion pattern i'm not really following the percussion here. my main follow is a piano
01:40:238 (100238|0,100238|1,100568|0,100568|1,100898|0,100898|1,101227|0,101227|1,101557|0,101557|1) - This pattern is weird when you dont continue it on the other side. Either swap it out for something else or change the pattern after it to be similar in theme
02:06:859 (126859|0,126859|1,126942|0,126942|2,126942|3) - This jack feels really weird. It kind of just pops up 2 minutes into the map without any other jacks before it. I'd remove it. well its because there is no fx that could accompanied to make a minijack like this, wouldnt it? :d so its totally relevant
02:08:590 (128590|3) - Shorten this LN to reflect the sound that starts halfway through. I was gonna start start the LN halfway through when the sound starts but the SV makes it feel weird i'm pretty sure the bass noise is started where i placed. the halfway you mentioned is where the bass got stronger
02:44:524 (164524|2,164524|3,164524|1,164524|0) - Doesn't sound strong enough to be a quad here imo. remove the note on 3 i think i'm keeping this. idk its personally fits towards where everything will got harderAnother00:27:711 (27711|0,27711|3) Making these triples is completely a-ok for a 4.4* particularly i want to keep the layering consistency with the other. the triples only used where there's no LN
00:41:722 (41722|2) - Could change this isnt an LN that leads to the triples, would play awesomely
00:47:738 (47738|2) - note here thats not in ultimate?
00:49:799 (49799|2) - the 3-4 here plays kinda weird, maybe just remove the 3 not rly sure i would do that since that will kinda distinguish the cymbal emphasis
00:56:990 (56990|1,57113|3,57278|1,57443|0) - Why are these 1/16? Should be 1/6 dafuq i'm screwed
00:57:711 (57711|1) - no where near strong enough for a double its kinda for the following 1/6 you've pointed before
01:22:107 (82107|1) - https://osu.ppy.sh/ss/9079859 literally copy pasted from the ultimate, try make the patterns a little harder/easier in one of them wait i dont remember i copasta aaaaaa. made ultimate different
01:35:623 (95623|0) - section feels boring and uninspired tbh. Try adding in a cool theme like have the two beats before the snare be the same and then the snare be different or something like that e.g https://i.imgur.com/qd6S0ER.png i did something with some light jacking piano
01:42:216 (102216|3) - why does the stack theme start here and not earlier/later? this to keep everything various, the earlier has different theme which tend to be simple, then it goes harder with introducing the stacks towards the jtrill and streams later
01:59:359 (119359|3,119359|2,119524|1,119524|3,119524|0) - This is harder than the ultimate equivalent
02:08:178 (128178|2,128260|2) - jacks again. if you kept them in the ultimate, definitely get rid of them here.Hyper00:16:400 (16400|1,16441|2,16483|3,16483|0) - This pattern feels like it belongs in the higher diffs. I think a simple 4-3-21 stair would work better i think its still pretty fair since hyper still on its 3 highest diff which is still pretty simple to handle by intermediate players
00:24:579 (24579|1) - seems like an odd choice to shorten this by 1/4 just to keep the next LN in the same column but it seems pretty ok to me :c see higher diffs
00:29:194 (29194|3) - https://i.imgur.com/jUFuntR.png the pattern here is significantly harder than the one in the another, id suggest changing to a stair
00:35:623 (35623|0) - only 1/1 doubles after trusting the player to do jumpstreams? yeah people need to relax xd
00:42:381 (42381|1,42381|3,42711|2,42711|1) - these should be singles to be consistent consistent with... what? if you refering hyper2 its totally different diff so there's that
01:21:777 (81777|2) - single for the snare? >:00000000 its still a pretty low snare imo so single fit pretty well
01:23:755 (83755|2) - srsly though, you have random bass doubled even though they're weaker, it's an odd choice
01:26:722 (86722|0) - should really be 1/4 of a tick back to match up with the strong sound. Otherwise the bass is uneven and it doesnt match with the identical sound here 01:26:392 (86392|0,86392|3) - for both ^ i kinda didnt intend to doubled the snare since its a pretty weak snare in general and intended to keep the diff curve with hyper2. the doubled bass is because there's a deep bass in it. which where the snare doesnt have it.
thus the idea. exception to - 01:27:711 (87711|2,87711|3) - where the snare is matched with piano
01:39:909 (99909|2) - add singles on the red ticks in this section to match with the increase in intensity but i was follows piano :cc
01:49:140 (109140|0,109387|0) - This reverse shield plays weird as hell, maybe something like https://i.imgur.com/10GeqSF.png it doesnt on my side lolstop using imgur rip my data :cHyper201:19:799 (79799|3) - You mapped the sound here but not the one here 01:20:788 - make it all consistent its actually piano but i did forget to place it anywhere else so fixed that
Same section 01:25:074 (85074|2) - mapping the snares sometims and other times not is super weird ^
01:46:832 (106832|3) - This section is the same density as the beginner and half as dense as the standards oh ups
01:50:458 (110458|0) - This LN should stop around here 01:51:777 and transfer into a different LN, can apply this to other diffs as well
02:01:008 (121008|0,121008|2,121337|0,121337|2,121832|2,121832|0,122244|0,122244|2) - I really like the theme you had before this pattern here 01:59:030 (119030|2) - with all the doubles in the same columns but at 02:01:008 it doesnt really fit and detracts from the patternStandard200:32:986 (32986|1,32986|3,33151|1,33151|3) - Put these on the same hand for difficulty, I feel like a jack like this in a diff this low is a little too hard
00:49:799 (49799|0) - This section is 1/4 not 1/3 (it is 1/3 but the LNs start every beat)
01:10:898 (70898|2,70898|3,71392|1,71392|2,71887|0,71887|1) - PR!
02:07:436 (127436|3,127931|3,128260|3) - Fairly sure these are meant to be doubles looking at the distance inbetween the note which is pretty odd to be predicted by newer players, i made this a little bit simplier
02:09:579 (129579|2) - Move to 3 to avoid the reverse shield its already on 3 :thonk:
02:10:486 (130486|0) - Double? most of these are doubles but some arent which is odd
03:05:788 (185788|3) - move to 3 to disconnect it with the previous pattern as its not part of it in the musicBeginnerNot much to say other than a bunch of missed PR opportunities in sections like 00:34:304 (34304|0) -
01:16:008 (76008|1) - This part is significantly harder than standard(2) https://i.imgur.com/B4F5pgO.png
@Aste pls update before you applying mod. I've made some HS fix
will rename the diff as soon as everything settled