Withered Lotus wrote:
Time to do my end of the bargain.
Cup
> 00:01:046 - Why not have a note here? It'd be consistent with the other difficulties and I don't see why not. spread, that part decreases density on each diff
> 00:36:408 (4) - Perhaps move this note a little more left so that it lines up better with the slider end and slider head like other similar patterns. needs different distance for emphasis + never really consider aesthetics, it just kinda happens lol
> 01:19:154 (1) - Why a vertical repeat slider? Seems a bit out of place considering you had repeat sliders that required movement previously so I don't see why this should be any different. different shape for different part of music, this is unique so use unique shape
> 01:49:854 (3) - There should be a clap or something on the head of this slider, it's a pretty strong note. fix, just say "miss clap" is enough since i did it on other diffs
> 01:51:020 (4,1) - Hmm, not sure I agree with 01:51:797 (1) - starting on top of the previous slider especially with this slider being on such a strong note and again, a bit out of place considering there are no other standstills in the map. different idea = different part, all diffs have something that makes this section hard to read, for cup a stack can confuse player and still be simple
> 01:52:963 (3,4) - Hitsounding here doesn't make sense to me, there's a strong note on the slider head and hitcircle but neither have a clap, but the weak slider end has a clap? I would suggest doing the complete opposite and adding a clap on the slider head and hitcircle and removing the clap on the slider end. delete slider and listen to music, I follow the content of the song for hitsounds. There's a kick on the head and a snare on tail. Doesn't really matter about intensity
> 01:54:517 (1) - Remove the clap at the end of this slider, it's the same as 01:55:294 (2) - but this doesn't have a clap. hs copier mistake
> Why do the last 4 green lines in this have such random volume values? 38% 26% 14% 5%... Very minor point but it's kinda frustrating seeing such odd and random values, please change these to more regular values (multiples of 5 and 10 preferably). multiples of 12 but 5 is lowest, the player won't really notice difference at all
There are a couple other groups of notes that don't lineup quite right like how I wrote on my first point, but they're mostly such minuscule distances that I didn't think they'd be worth pointing out except for the one point which I felt were the most glaring. You're free to go over the map with your surgical kit and make those really slight adjustments but it's not really necessary. most of the time those are for light spacing emphasis since cup no dash so has to use walkable distance changes.
Salad
> 00:30:191 (4,1) - Perhaps reduce this jump a bit, it's fairly wide and the antiflow doesn't help, I could see salad players under or overshooting this jump quite easily. Something more like 00:31:745 (4,1) - would be more appropriate. i'd prefer smaller but having 00:30:191 (4) - sideways means players are more likely to read this distance as walk, so needs to be larger to make them think "dash" becasez 00:31:745 (4,1) - slider head is further, so mind thinks slider is further. It's kind of a optical illusion but it works
> 00:36:020 (3,4) - I don't really agree with having these sliders stacked on top of eachother like this and then into a jump, I feel it might be to much quick movement for a salad. the player can stand still to catch the whole thing so there's really very little movement
> 00:45:735 (3,1) - Perhaps make this jump just sightly bigger? Feels fairly small for such a strong note compared to other jumps. increased a bit
> 01:31:006 (3,1) - and 01:31:978 (2,1) - Again like my first point, feel like these jumps may be a bit too wide for a salad, I'd suggest reducing the distance very slightly. wtf how did i make that jump so big lol
> 01:48:105 (1) - Definately should be some kind of hitsound on this slider head. yes
> 01:49:854 (1) - And this one. no
> 01:52:963 (1) - Same thing here. same
> Same issue I have with the green lines on this difficulty, and probably with all the difficults following this so yeah, not going to point them out from now on on every difficulty. once was enough
Platter
> 00:04:932 (6,7) - You are missing a note here on the white tick and generally this just kinda feels weird to me. I'd suggest making the 2nd slider a 1/2 slider starting on the white tick and adding a hitcircle where the slider head is currently. This way you map the chime on the white tick and I feel this looks cleaner and feels a bit better. following main melody not background sounds
> 00:22:419 (4,1) - This should be a H-dash imo, to emphasise the drum sound which has a H-dash on previously and also the emphasise the increasing intensity. yes
> 00:25:916 (1) - Perhaps make this a H-dash to the left instead? The jump itself feels quite underwhelming and the direction change feels quite weird as well considering the flow of the stream. normally you'd expect the chorus to start but it didn't, it goes left for it to be not a chorus + no hyper because it's underwhelming
> 00:37:574 (2,3) - Increase the jump distance here, the hitcircle is quite a strong note but it's not really emphasise well by such a small jump. would prefer to have smaller spacing to contrast with kiai
> 00:41:266 (4,1) - This should really be a H-dash, every other note like this so far has been a H-dash. other than 00:47:289 (4,1) - kiai is different since violin is strong now so change patterns.
> 00:54:090 (2) - I know this probably isn't appropriate for a platter, but damn the drumroll on this bluetick before the slider head is really frustrating not being mapped especially in a platter, but it is like a 1/8 drumroll, so I don't know... I'm just following the strongest sounds from those 1/8 kicks, I do similar in my standard normal diff
> 01:43:636 (1) - Same thing with the stream like I said before.
> 01:47:134 (2,3) - This just is incredibly harsh, a lot tighter than any of the other jumps, I'd suggest reducing this slightly. good point since theres also antiflow
> 01:48:688 (2,3) - Same thing here. yes
Rain
> 01:03:707 - The drumroll starts on this bluetick, I'd suggest remapping this slider and map the drumroll here since every other one is mapped in this section. identical section to 00:57:004 (1) - , just some rhythm simplification before hard section
> 00:30:191 (4,5,6,7,8,9,10) - This is undermapped, the 1/8 sound you're mapping extends to the next tick up to the slider. 1/8 hyperdashes are unrankable on rain
> 00:36:408 (4,5,6,7,8,9,10) - Same thing here.
> 00:42:237 (7,8,1) - I would suggest making this spacing between 00:42:237 (7,8) - slightly larger or making (8) more horizontal since it forces you to wait for the vertical slider to fall, even if you don't use dash, which doesn't feel right into a H-dash and is an odd change of pace. Tried a couple changes, but can't really find any pattern that flows, since this one flows just fine got some testplays and they flubbed, changed
> 01:22:263 (3,4,1,2,3,4) - I strongly disagree with this kind of pattern in a rain, these require quite a bit of control to catch consistently and the bpm isn't high enough for them to be caught reliably, I can't see rain players being able to catch these very often. the whole thing is walkable changed bc they messed that up too
> 01:24:012 (2,3,4,5,6,7,1) - A lot of pretty harsh antiflow in quick succession here, I would atleast make the spacing on 01:24:595 (4,5,6,7) - a little smaller so that it can be hit without dashing. that was fine though
> 01:25:178 (2) - There is no 1/6 here, it's should just be a 1/4 slider. violin is 1/6
> 01:26:926 (5,6) - I think this is pretty overkill for a rain difficulty, patterns like this I would reserve for Overdose difficulties and above only. I would suggest making this a little lighter and sticking with more simpler stream patterns with less antiflow like the rest of the streams. 01:27:704 (5,6) - has the exact same intensity but is much simpler. nerfed a bit
> 01:28:869 (1,2) - It's pretty easy to undershoot the walk to (2), you pretty much need perfect movement, I would suggest reducing the distance slightly. ok
> 01:30:424 (1,2,3,4,1,2,3,4) - and 01:31:978 (1,2,3,4,5,6,7,8) - firstly, I think 01:32:367 (5) - should be a NC since 01:30:812 (1) - is a nC. Secondly, the hitsounding on these white ticks are very odd, why are they so different? Whistle > clap & whistle > clap & whistle > nothing. These hitsounds should all be the same imo, and definately there should be a hitsound on 01:32:367 (5) -. Personally I would just stick with having just a clap or whistle on each of them. fixed NC, I usually NC every measure, or if there's 8+ objects in half a measure. Hitsounds, removed the whistle on 01:32:269 (4) - , but they shouldn't be the same because the drums in this section are fundamentally different. Compare density on platter, it's just a different rhythm.
> 01:31:201 (1,2,3) - Again, very inconsistent hitsounding. very inconsistent song
> 01:35:087 (1,2,3,4) - Ehhh... these aren't as bad as the ones I pointed out before, but still, I'm not sure I agree with them. I can't really speak for rain players everywhere but I imagine they would struggle with patterns like this, it's just really easy to miss sliderends. these ones the testplayer did fine so ya
> 01:37:613 (2,3,4,5) - Again, overmapped, this is not a 1/6 it should still be in 1/4.
> 01:43:442 (6) - Put a finish on the end of this slider. no, it's not the same as the other sounds that I use the finish on D:
> 01:47:328 (3) - This is really nitpicking, but looks a bit funky in playfield, move to x:332? lines up better with the repeat slider. looks better why not
> 01:51:408 (4) - This is a bit odd to see, I think this is like the only anti-flow curved slider in the map, I could imagine this easily catching people offguard and breaking their rhythm, I'd suggest making this curve the other way or have it just a straight slider. reduced curve, all diffs are like this
> 01:54:808 (2) - Not sure why this has a clap on it as well as a finish whilst all the others only have finishes. Remove the clap. listen to the music when checking hitsounds, there's a snare only on this one
> 01:56:071 (1,2) - Pretty weird standstill, doesn't really feel right sitting in one spot for a whole 1/1 span, I'd suggest doing ctrl+g on (2) and moving in right slightly to force the player to move. Doesn't feel right to be stood still during the intense finish. previous section is really hard + testplayer nearly failed. This is just for recovery since there's some pause in the music
I just read undermapped somewhere and I'll assume you will ask me to map the drums somewhere. From experience on trying to map songs like this before, mapping all sounds really just over does it and creates an endless stream which is really boring to play and doesn't reflect the song. Standard mode can map more sounds because they have active and passive rhythm (slider heads/tails) but ctb all fruits are active rhythm. I won't respond to those because it's my style, mapping every sound does not work for me, and it's far more interesting/fun to play when just following the wubs. I received a lot of influence from the kiais on Handsome's diff here https://osu.ppy.sh/s/399151
Overdose> 00:03:377 (5) - Eh, I don't really agree with having such harsh antiflow at the start of the map where it's very calm, I would suggest toning this down a bit or ctrl+g. The flow should feel very natural here rather than having these harsh direction changes imo.
yes> 00:04:349 (2) - Same thing here.
no, unique sound here> 00:09:012 (2) - Same here.
no> 00:09:595 (7) - Again here.
yes> 00:10:372 (1,2,3,4) - Hmm, this feels a bit out of place, these patterns force you to dash which feels a bit out of place considering all of the bursts so far have been walkable. I get that the violin increases in intensity but I would atleast tone down 00:10:372 (1,2) - and make it walkable which would also better complement the increasing intensity.
did some changes to the pattern> 00:28:150 - Curious why you decide to miss out the crashing drums on these blue and red ticks. I figured it was fine to miss them on the rain out of design, but I feel at this point they should probably be mapped.
thing above> 00:28:442 - There should definately be a note here, this coupled with (4) is exactly the same as 00:29:802 (4,5) -.
> 00:40:294 (3,4) - Ehh, I suppose this is okay, but comparative to all the other H-dash streams you've mapped, this is a very harsh and sudden anti-flow that can easily catch you off.
hell yeah> 00:41:849 (3,4) - This kinda feels out of place, it doesn't complement the increasing intensity of the violin very well and is very underwhelming compared to 00:40:294 (3,4) - which is complementing the same thing.
agreed, changed> 00:43:403 (2,3) - I feel there should be a slider here instead of hitcircles considering this violin sound is such a long held note.
that would decrease emphasis on the wub sounds> 00:45:637 (6) - Move this left slightly? (4) and (5) is walkable but (5) and (6) isn't which is odd considering the pattern.
nah this is fine> 00:48:746 - There should really be a note here considering it's the peak of the violin which has been mapped previously. I would even go as far as saying it should probably be a slider and replacing (3) considering how promenent the sound is compared to (3).
ok I did not even notice that. Thing is this is I don't think the player would even notice the difference considering it played as it's mapped at 00:11:343 (2) - . I'd say this is better for rhythm simplification at high speeds.> 00:49:038 (4) - Undermapped, should be the same as 00:48:843 (3) - since it's still part of that droning sound or whatever you call that.
The violin is stronger than the wub and is more noticeable, I'm following the primary melody and rn its violin.> 00:53:507 (7) 00:57:781 (4,5) 00:59:725 (8) - Again, like at the start of the map, this part is supposed to be fairly calm, so I would go against using such harsh anti-flow here.
i can fc this section in my sleep so it's honestly fine even if there's antiflow> 01:19:154 (1) - This slider should curve the other way and flow into the next slider, doesn't make sense to have an anti-flow here.
> 01:23:429 (1,2,3) - Similar to the rain, I feel there should be more movement here, feels out of place to be standstill here especially with all the intense streams going on. 01:35:864 (1,2,3) - is a much better.
it's just a recovery area + you didn't mention on rain> 01:25:178 (2,3) - Move this pattern left a bit. Again, feels really out of place having to stand still here.
k> 01:25:761 (1,2,3,4,1) - I don't think there should be these difficult 1/2 H-dash patterns here, the music really isn't intense enough to justify it imo compared to something like 01:22:652 (1,2,3,4) - where the violin complements it.
these are intentionally easy? It's emphasising the 1/2 sounds since they are all vertical,
whereas others have movement> 01:37:613 (2,3) - Again, I would suggest moving right a little bit, doesn't seem fitting to be stood still in this section.
> 01:39:750 (3) - Make into a H-dash? pretty strong violin sound.
nah no hypers intentional for difficulty contrast> 01:39:750 (3,4,1) - I would suggest spreading these out a bit, doesn't seem fitting having walkable distances on such strong violin sounds, even if the section is a little calm at this point. I would even say there should be a H-dash to (1).
no one is going to walk these in game + "a little" is a little understatement lo> 01:42:859 (1,2,3,4,1) - Perhaps have the spacing between these notes increase gradually? Would complement the increasing intesity better instead of having them the same distance apart.
yes> 01:43:636 (1) - I think I get what you're going for here, but the first few droplets of this slider are very awkward, I would suggest refining this slider a bit more.
ok> 01:47:328 (5,6) - Nitpicking, but this looks a little weird in play, I suggest adjusting this slider a bit, perhaps make it more horizontal.
is fine> 01:48:882 (4,5,1) - This is really over complicating the map more than it's worth. I would strongly suggest just keeping this at 1/8 like other similar sections of the song such as 01:47:328 (5,6,1) -.
yup, changed to circle> 01:50:922 (4) - I don't agree with having such a difficult anti-flow pattern like this here. This section is already quite difficult to follow with how technical it is and this is just so out of place and unexpected compared to everything else here.
ok> 01:54:808 (2) - Again, like in the other difficulties, I don't understand why there's a clap and a finish here whereas everything else is just a finish
> Friendly reminder, I hope you haven't forgotten about those green lines I mentioned earlier
i didHonestly, despite how much I had to say about this overdose, it's quite enjoyable, I thoroughly enjoyed playing it.
Contingency
> This intro is quite interesting, it's somehow a lot calmer and has a lot more flow than the overdose despite it being a higher diff, even 00:02:989 (3,4,5) - feels like a lighter version of the overdose pattern. I would perhaps suggest making these patterns a little more intense to stand out from the overdose a bit more. overdose was actually CS2 before you modded it so makes sense.
> 00:05:191 (6) - This slider is to early, it should be mapped to the blue tick like on the other difficulties. Infact I'd even suggest making this a 1/2 slider and moving it to the white tick and just mapping a hitcircle on the blue tick. This way you map the violin sound and the jingle on the white tick. simplified
> 00:05:709 (1) - Again, perhaps shorten this to the red tick to map the jingle here and add a hitcircle on the violin sound? the sound is on the red tick tho
> 00:06:097 (2) - Same thing here, jingle on the red tick and then a dash to a hitcircle on white tick for example. dude this is fine
> 00:06:680 - Add a note here? not part of the main melody
> 00:08:332 - And here. This note is a lot more subtle though so it's not as bad.
> 00:08:818 (1) - This slider should end on the red tick since the next violin sound comes on the red tick. fixed
> 00:09:141 (2) - This is overmapped, there is no sound here. snapped to the sound
> 00:12:121 - Add a note here? zzzz not repeating for main melody again
> 00:12:995 (4,1) - I'd suggest adding a bit more movement here like with 00:06:777 (3,1) -. is fine for the pattern
> 00:14:258 (4) - I feel there should be more of a dash to this note, maybe even a H-dash, it's quite a high pitch string sound. it is decreasing pitch though
> 00:16:104 - add a note here or have the slider repeat one more time? There's a subtle note here which is part of the instrument on the red tick. using "subtle" answers why i don't map it
> 00:17:625 (2,3) - Overmapped, there should only be one note here on the blue tick. not arguing this
> 00:21:058 (5,6,7) - Again, overmapped, there is no note in the song where (6) is. oh that's incorrectly snapped lol
> 00:26:887 (2) - This is almost fine, but there is no note on the second repeat in the song. Just have a hitcircle on the red tick and then a 1/8 slider on the blue tick or something similar. there is one
> 00:28:150 - Again, like in the overdose, I find it odd that you missed out these crashing drums on these blue and red ticks. I would suggest going over this section again in 25% speed and mapping these sounds. q1: do you think the mapper intended to do this
> 00:33:688 (1) - Have a vertical slider here feels quite underwhelming compared to similar sliders like 00:30:579 (1) -, even more so I'd argue that this slider is a stronger note than that considering it has a finish which makes it feel even more out of place. antiflowed
> 00:34:077 (2,3) - Edge dash. fixed
> 00:39:906 (1) - This slider end is not mapped to anything. correct
> 00:42:432 (3) - Don't know why you chose not the map the violin sound here on the blue tick. I would suggest instead having a hitcircle on the red tick and then having the slider start on the blue tick. same as overdose
> 00:44:957 (4) - I don't really like this slider being vertical like this, it doesn't really compliment the weird jerky movement of the previous patterns and I find myself moving to the left rather than standing still out of instinct. moved tail left a bit
> 00:48:261 (4) - Have this slider horizontal, it would complement the violin better like 00:46:512 (3,4) - and feels more natural. yes
> 00:48:746 - Again I really feel you should make the violin here.
> 00:50:658 (5,6) - Mistimed, the drums start on the blue tick, not the 1/6 purple tick before it. wubs are on 1/6
> 01:01:279 (8,1) - Edge dash. hypered
> 01:23:688 (2,3,4) - Overmapped, should just be one note on the blue tick not a 1/6. piano
> 01:24:595 (3) - Make this a H-dash? strong violin sound. but the others are stronger
> 01:36:123 (2,3,4) - Again, overmapped, same as before.
> 01:47:716 (2) - The curve this slider creates feels really awkward changed to a 1/8 wub
> 01:51:408 (5,6,7,8,9) - Considering the ludicrous amount of movement in this section, I'm suprised you would choose to have such a long standstill here.
that's the point
Good luck with the set.
a thing that was bothering me for a long time was how 00:43:597 (3) - was totally inconsistent with 00:49:815 (3) - on every fundamental level, fixed it finally