Thanks for the modMir wrote:
Hi M4M!
[ General]I used green because it contrasts the background.
- 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. Yea it's shorter numbers, but that naturally happens for easier difficulties. If I increased it wouldn't land on every strong note of the song.The best way to fix this would be to consider a remap after looking at how other Easy difficulties handle complex rhythm. :c
- 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. It's big cs. Not much I can really do about it. Plus it's not the same set of sounds. They're similar, but they're not the same. Which is why I never copy them in the other diffs.
- 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. Hmm yea, point taken.
- 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) - How would that make it anymore interesting? That's 4 2/1 sliders in a row. That's not only tiring for newbies, but boring.
- 00:34:541 (3) - Try to center this a bit better. http://i.imgur.com/uDtfyeu.png I broke ds a bit, but it looks better now.
- 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. This is as simple as the rhythm gets. It's a naturally complex song, so what else could I simplify?
[ 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. Yea the cs jump is high. I nerfed the stats a bit though.
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. Based on the criteria, 180 is the middleground when it comes to bpm. So no, 170 is not a high bpm. There's very little 1/1 in the diff so of course they stick out.
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.Eheh... maybe work on this difficulty a lot. I don't think it needs to be remapped per se, but definitely reworked.
- 00:07:011 (2) - NC since song actually starts here? Depends on your preference though. Yea I think it makes sense.
- 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) - Fixed
- 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. I can't map the noise in the background as it's all 1/4. That's just an emphasized beat.
- 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. I messed with it a bit.
- 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.
Not all of the 1/1 drums are priority though. The rhythm's supported though because you can hear a strong sound at 00:34:541 (2) -
- 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. Yea you're right.
- 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.
That part's weird because of all the prioritized notes on 1/4 ticks. I might remap this section.
- 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. Yea it would make sense.
- 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. Fixed.
- 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. But...they're not the same part. I did use 2 ways to map it, but each for their respective part.You also throw in jumps seemingly randomly since 00:09:305 (3,4) - is a jump but 00:10:894 (4) - isn't. They're both near identical in length.
- 00:08:423 (1) - No emphasis on downbeat like you start to do later? That's because later this part doesn't repeat itself.
- 00:09:835 (1,3) - :eyes: That pixel overlap. What am I looking at here?
- 00:10:894 (4) - Lul bezier slider. ^
- 00:17:600 (1) - Definitely too short.
- The criteria states it can't be less than 2 beats.
- 00:29:600 (2) - NC? Done
- 00:37:717 (4) - Not a 1/4 reverse but still following the same thing as 00:37:364 (3) - ?
- It's variation. It's done properly though because this part doesn't repeat itself.
- 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.
- They end on white ticks. Plus the priority on each note should be enough support to hear them.
- 00:52:541 (4) - +1 reverse tbh, just move the circle closer. This simplification is okay as it's the end, and not as intense.
[ Insane]Again structure issues but it's late for me so I'll pass on mentioning it in detail. Just introducing this concept 00:40:894 (1,2,3,4,5,6,7,8,9) - so late is completely unfair and imo should be removed and replaced because you never introduce this anywhere else earlier. There's no where else to really introduce that concept. If it does become a problem I'll be prepared to change it.
- 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. This is not the same part though. Yea the original rhythm is going on in the background but it's no longer priority. This rhythm is supported because of the noise at 00:13:364 - sounds like it's winding up.
- 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. The nc spam is just an aesthetic effect to compliment the shakiness of the stream.
- 00:21:482 (1,2,3) - Could tidy this up a bit more. Like this maybe http://i.imgur.com/AJy2s5E.png Done
- 00:23:952 (1) - No drill hitsounds? o;
- I think the hitsound copier goofed there. Fixed
- 00:35:247 (1,2,3) - Either overlap these more or space it tbh cuz looks kinda unsightly. Done
- 00:39:747 (3) - Should be 1/3. Just that slider is 1/4. It's not 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. Yea idk what I was thinking there.
- 00:41:158 (3,4,8,9) - No. Unstack the first or the second because this is like, completely unreadable lol. It's supported by the song. The priority is on the first 2 1/4 notes, and the stream stops at the 1/2 pause.
- 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 really can't tell the difference.
I'll mod the rest tomorrow, it's 2:30 AM for me and I need sleep.