Hi M4M!
[ General]
[ Easy]
[ Normal]
[ Hard]
[ Insane]
I'll mod the rest tomorrow, it's 2:30 AM for me and I need sleep.
[ General]
- Can I ask why green for combo colors when green doesn't show up in the BG at all? Try pinks and blues and maybe an orange-ish color instead to be more fitting.
[ Easy]
Your combos are very short, consider making an NC every four measures. Overall I can't say much about this diff because imo it's flawed in the sense that it's not dense enough to compensate for the complicated rhythm usage later on in the map. Also you mapped this very center-focused and the flow for this map is very... unorthodox for a low-diff where one would expect objects to follow some sort of clear path. This in turn gives the map a sense of lack of structure.
- 00:07:011 (1,2,3,1,2,3,4,1,2,3,4,1) - You're very cramped up here, I suggest moving your objects around a bit more. That said you use 00:08:423 (3) - to map the same set of sounds as the rest but never use this reverse again. I suggest to change it to be consistent.
- 00:26:776 (1,2,1) - Why not have the slider start from underneath 2 instead of all the way up there? Would make more sense as a pattern imo.
- 00:29:600 - From here on you map so little of the song and skip huge portions that you can map with sliders. 00:31:011 (2,3) - These can both be 1/1 sliders. // 00:33:835 (2,3) -
- 00:34:541 (3) - Try to center this a bit better. http://i.imgur.com/uDtfyeu.png
- The kiai is less dense than your intro and the rhythm is way too complicated for an Easy player to understand. You should definitely fill in some of the gaps you make so that the rhythm is more constant, 00:42:305 - 00:44:952.
[ Normal]
Isn't CS 4 a massive jump from CS 2.2 easy. I recommend nerfing it to 3 or something. I think your HP should be nerfed as well to something around 3-4 and your AR can DEFINITELY be nerfed to like 5.
Overall your SV is imo way too high. When 00:40:188 (2,3) - is the spacing for 1/1 it looks like a bit of an issue at least to me. Especially on so high a BPM. I recommend lowering your base SV so that the spacing gets lower.
Same issue with flow as I had with Easy, it's very angular and sharp and feels more like flow you'd use in a Hard difficulty or higher. In lower diffs generally I think it makes sense to have flow be as comfortable as possible and use rhythm density to highlight song intensity.
Comboing as well seems too short.
Overall your SV is imo way too high. When 00:40:188 (2,3) - is the spacing for 1/1 it looks like a bit of an issue at least to me. Especially on so high a BPM. I recommend lowering your base SV so that the spacing gets lower.
Same issue with flow as I had with Easy, it's very angular and sharp and feels more like flow you'd use in a Hard difficulty or higher. In lower diffs generally I think it makes sense to have flow be as comfortable as possible and use rhythm density to highlight song intensity.
Comboing as well seems too short.
- 00:07:011 (2) - NC since song actually starts here? Depends on your preference though.
- 00:08:070 (4,1) - Flows kind of uncomfortable for a normal player. Would suggest doing something like this instead: http://i.imgur.com/WAIFJKq.png // 00:10:894 (3,1) -
- 00:14:070 (1,2,3) - Stops following the same sound as 00:12:658 (1,2,3) - even though it's still going on in the back. It wouldn't be bad if you had stopped following it at 00:15:482 (1,2,3) - but you do. I recommend making this seem more consistent.
- 00:25:188 (3,4) - Gap feels very unintuitive to play. Try this http://i.imgur.com/X40pdmr.png which follows the music better and server for a slightly better transition.
- 00:30:305 (2,3,1) - What is this rhythm that doesn't exist in the song? If it does exist it's not noticeable enough for a Normal player to hear and tap to. What would make more sense to map in this difficulty is the 1/1 drums in the back.
- 00:37:011 - Should be mapped, it's the kiai and the note density dropping off isn't really befitting of its intensity thus far, and the introduction of the high-pitched noise calls for a higher intensity part anyways.
- 00:40:894 (1,2) - Also flows very uncomfortably for a Normal player, and is more Hard-difficulty flow. I can't give you a suggestion to fix this easily however.
- 00:42:305 (2,1,2,1,2,1,2,1) - Most intense part of the song but not mapped with nearly as much rhythm density as the previous parts. Would recommend mapping more notes here.
- 00:47:247 - Same in terms of lack of rhythm. It just feels so empty and so much is being skipped that could be mapped it just doesn't make the diff interesting or fun here.
[ Hard]
00:06:658 (1,2) - You use these difficulty elements from a normal without much rhythm density at all. Kicksliders are already hard to read for Hard players. Your usage of kicksliders throughout this difficulty ruins your spread since the Normal is so undermapped - but if you map the Normal with more density you could get away with a 1/4 repeat here. I disagree with the usage of kicksliders in general for this difficulty with regards to the current spread.
Spacing is kind of all over the place visually and the structure is very weak overall. 00:32:776 (2,3,4,5,1) - like this for example could be way better visually like this if anything: http://i.imgur.com/qHYFMAu.png. But yeah.
Spacing is kind of all over the place visually and the structure is very weak overall. 00:32:776 (2,3,4,5,1) - like this for example could be way better visually like this if anything: http://i.imgur.com/qHYFMAu.png. But yeah.
- 00:07:011 - Rhythm throughout the first part is very inconsistent since you map the same sounds so many different ways. Should stick to like 1 or 2 ways and use them interchangeably instead of 3 to 4 different ways. You also throw in jumps seemingly randomly since 00:09:305 (3,4) - is a jump but 00:10:894 (4) - isn't.
- 00:08:423 (1) - No emphasis on downbeat like you start to do later?
- 00:09:835 (1,3) - :eyes: That pixel overlap.
- 00:10:894 (4) - Lul bezier slider.
- 00:17:600 (1) - Definitely too short.
- 00:29:600 (2) - NC?
- 00:37:717 (4) - Not a 1/4 reverse but still following the same thing as 00:37:364 (3) - ?
- 00:41:247 (3) - Ending these on the red feels very awkward cuz it sounds very clickable. I would shorten these by 1 tick (ideally 2) and make the red clickable for each one.
- 00:52:541 (4) - +1 reverse tbh, just move the circle closer.
[ Insane]
- 00:12:835 - From here your consistency just goes out the window lol. Each time it seems to vaguely follow the main rhythm but you also seem to be trying to map the background layer which is so obscure that it's really hard to hear what this rhythm is truely mapped to. Example: 00:12:835 (1,2,3,4,1,2,1,2,1) - all 1/2 and 1/4 spam but the song isn't doing that. I recommend reworking this part to be more consistent and to follow a clearer rhythm.
- 00:17:952 (1,1,1,1) - Unnecessary NC spam. Makes the player expect something different when there isn't anything different. I recommend removing all NCs from here.
- 00:21:482 (1,2,3) - Could tidy this up a bit more. Like this maybe http://i.imgur.com/AJy2s5E.png
- 00:23:952 (1) - No drill hitsounds? o;
- 00:35:247 (1,2,3) - Either overlap these more or space it tbh cuz looks kinda unsightly.
- 00:39:747 (3) - Should be 1/3.
- 00:40:188 (1,2) - No 1/4 in the insane despite doing it for the Hard? It's weird to have such a rhythm density disparity. I recommend kicksliders here.
- 00:41:158 (3,4,8,9) - No. Unstack the first or the second because this is like, completely unreadable lol.
- 00:44:864 (3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,1) - are the same intensity as 00:43:805 (1,2,3,4,5,6) - if not higher so why decrease spacing?
I'll mod the rest tomorrow, it's 2:30 AM for me and I need sleep.