Merci !ShogunMoon wrote:
Heyo!
NM from Q
- Normal
- open aimod https://puu.sh/xjX57/fc2e1c6608.png Fixed
- 00:25:598 - et 00:31:347 - pourquoi tu ne mappe pas ce sound, tu l'as pourtant mappé ici 00:42:485 (3,4) Je trouve que ça aurait rendu le rythme trop compliqué/dense si je l'avais map et puis pour 00:42:485 (3,4) je map les drums
- 01:18:054 (2,1) - ils ne sont pas vraiment similaires Comment ça ? la forme ? pourtant je les ai copy/paste :thinking:
- 01:45:718 - tbh j'aurais préféré que le piano soit clickable, car à ce moment là il est fort Fixed
- 02:01:167 (2,1) - je pense que tu peux éviter le contact qu'il y a au niveau de la tête du slider 2 J'ai remap le kiai donc du coup on peut dire que c'est fixed :^)
- 02:05:928 (3,1,2) - je ne comprends pas pourquoi tu as arrêté de mapper le piano c'était bien comment tu l'avais emphasis là 01:57:934 (1,2,3,4,1,2,3,4) -
et 02:03:682 (1,2,3,4,1,2) ^
- Hard
- 01:19:131 (1,2) - essaye de les stack Pourquoi ? c'est 2 sliders reverse et les stack ça rendrait le reading difficile pour rien imo
- 01:22:006 (1,2) - ^ ^ Pareil ça rendrait le reading difficile pour rien
- 01:47:335 (3,2) - ^ Hmm là je peux comprendre mais j'ai fait ça pour garder le spacing constant, imo que je stack ou non les 2 versions sont valables
- Insane
GL!~
- j'ai rien trouvé xd
Thanks!Chewin wrote:
Hello Shyotamaze! Your map has been chosen from my Queue
GeneralNormal
- I feel the offset a bit late. I got 36718 (-10) during testplay and 25% playback rate. Do not forget to resnap all elements and green lines if you agree with me. Fixed holy shit resnaping the green lines was the most annoying thing I've ever done in my life
- 00:46:078 I understand we are in the lowest vocal part of the music but this is not a reason to have this long break time (it's more than 21 secs, 22 in the insane!). I highly suggest you to full map it or just start to map it from 00:57:575 till the break ends. Hmm idk I never mapped the vocals so imo it would be weird if I mapped them only there but I'll see
- Increase your 5% volume sections to 15-20% at least. Hmm idk I did it to silence sliderends during the wub parts, it would be weird to hear the sliderends that aren't meant to be heard
Hard
- 00:25:239 (2) - Consider to move this slider's tail a bit upwards because it's covering the accuracy bar while gameplaying, and it is bad and ugly honestly. Fixed
- 00:42:485 (3,4) - I would change this with an 1/1 slider instead, for two reasons. First, it would be consistent with 00:40:329 (1,2,3,4,1,2) that after the slider->circle the slider comes. Second, the slider's body would even cover the sound that should be on the red tick at 00:42:664. Did something else
- 01:11:946 (1) - There should me Drum sampleset here instead than clap for consistency with next 01:14:820 (1) and 01:17:694 (1) and so on. Fixed
- 02:02:245 (1) - The slider is good but it would be even better if you moved its curve away from 02:01:167 (2)'s head creating the same spacing that is between 02:01:167 (2)'s tail and 02:02:245 (1)'s head. Something like this: https://osu.ppy.sh/ss/8950152 I remapped the kiai so I guess everything is fixed
- 02:05:299 (2,3) - This sudden change of rhythm is too hard for this kind of diff. It's a normal diff yea but it's still the easiest of the mapset. This one should be applied instead (or just make it consistent with previous and next part) : ^
- 02:12:664 (2,1) - Consider to do the same I did for 02:02:245 (1) ^
Insane
- OD is too high. Decrease it by 1 tick. Fixed
- 00:23:084 (1,1) - (nazi) but check this stack. It's actually looks bad xD idk it seems fine I can't really do a perfect stack by lowering the stack leniency because it would affect all other stacks in the diff :/
- 00:26:676 (4) - I would set NC here to "separate" the whole pattern 00:26:137 (1,2,3) from this one. If you do so, do the same for 00:32:425 (4) Fixed
- 02:06:018 (4,5) - Maybe chance with an 1/4 slider? With this AR it looks kinda confusing being placed between two sliders with small spacing. If you do so, change it for 02:17:515 (4,5) as well It would be even harder to read with a 1/4 slider here imo
- 02:10:509 (5) - This slider's head is unsnapped by 2ms Fixed
- 02:15:808 (3,4,5) - This pattern full stacked with 02:14:820 (4,1) is really confusing and can even be unreadable for some players, being the hard diff and not insane one. Just my opinion, I feel like this needs to be changed with some other spacing decision avoid this sudden stack. Fixed
Very clean mapset. Insane is particular.
- 00:27:395 (1) - Consider to move this slider some grid below because it is actually covered by HP bar and it's ugly. Hmm I can't without killing the structure and it's not a really big problem imo aaa
- 00:43:922 (6) - I would start NC each time you make this jump (even because I am not a lover of longer combo than 9 elements xD). So, if you do so, do the same for 00:45:179 (6) and for all other parts of the map (I won't mention them each time). It would be inconsistent with the way I'm NCing (every new measure)
- 01:24:700 (8) - Till now this is the only slider you decided to stack. I think it should be unstacked from 01:24:072 (5) for consistency with all other parts. I would do it even because it would be confusing and easily exchangeable with a circle (= missread). Same is for 01:47:694 (8) I was forced to stack them because I couldn't put them somewhere else without hurting the structure since they are too close from the borders of the grid but I don't think it's a big problem since this diff is already quite difficult to read because of the overlaps, stack, unusual rhythm etc
Well, that's all I found and I hope it will help you.
Good luck for the rank!