the thing said i would only get one kudosu for modding lol
I was pretty tempted to ignore your request because pcmasterrace is more just obnoxious these days :/
General
00:05:124 (1,2,3) - 01:36:235 (3) - These are 3/8 not 1/3. Resnap them with 1/8 beatsnap
00:28:272 (1) - This is 1/6
Winter Break
00:15:124 (1) - Move this slider head to 430,140 to avoid overlap with 00:13:828 (2,3) - , and reduce how much curve slider has
00:19:569 (1,2,3,4) - Rhythm isn't following vocal well, make 00:19:569 (1) - 1/1
00:19:569 (1) - nibba y u using old sliders
00:22:532 (1) - Make this 1/1 or a circle to avoid overmapped tail, as there's no sound. Makes 00:23:087 (3) - clearer there's a sound on this tail
00:25:495 (1) - etc same thing. Avoid using 1/2 sliders with no sound on the tail. It causes a bit of confusion on whether a sound is there for a player, and reduces emphasis on things that do have a sound on the tail.
00:36:235 (2) - Lower SV here, too high
01:09:939 (1) - uh hitwhistles get used too much around this area
01:27:347 (6,7,1) - 1 is not emphasised enough because spacing is the same, decrease spacing of previous jumps a bit (eg 6 can blanket 3)
Often times I think there's too many hitsounds going on tbh, but I can't point it out specifically
frost's Insane
See general
00:31:050 (1) - these are cool
00:53:643 (1) - my ears are ringing, can you increase the volume of your special samples and decrease inherited point volume
cool diff
DavidEd's Hard
See general
00:20:495 (4,5) - This doesn't really need distance emphasis
00:22:532 (1,2,3,4) - ^, only use it on important sounds, otherwise keep to the ds
00:28:828 (2,3) - Remove emphasis, it makes 00:29:754 (6,1) - stronger if there's fewer things with it
00:35:124 (4,5) - Can emphasise but reduce distance, not everything needs to be exact same distance when using emphasis
Apply the distance emphasis thing to other places where you see fit, there's quite a few. Try to keep them just to the most important sounds, especially for the first half
01:16:976 (4,5,1) - Too many distance changes for hard
01:18:272 (1,2) - The distance between these is wayy to big, makes player think that this is a 3x repeat. Make distance smaller so it's clear this is 5x.
01:26:976 (3,4,5,6) - This is a diff spike, make the distance spacing smaller than 01:24:013 (3) - . This is because it's easy to cut corners on the square. Compare how much red is in each pattern https://puu.sh/y7s9k/2a595c9b5e.png https://puu.sh/y7s99/40f99eb25d.png
It's a good diff, but there's too many uses of distance spacing. Cut them down
Normal diff is great, good job
Cut down on the usage of distance emphasis on hard, apply the changes for frost's hitsounds, and I'd suggest asking frost for a bit of help on hitsounds in top diff. Call me back after those are done
I was pretty tempted to ignore your request because pcmasterrace is more just obnoxious these days :/
General
00:05:124 (1,2,3) - 01:36:235 (3) - These are 3/8 not 1/3. Resnap them with 1/8 beatsnap
00:28:272 (1) - This is 1/6
Winter Break
00:15:124 (1) - Move this slider head to 430,140 to avoid overlap with 00:13:828 (2,3) - , and reduce how much curve slider has
00:19:569 (1,2,3,4) - Rhythm isn't following vocal well, make 00:19:569 (1) - 1/1
00:19:569 (1) - nibba y u using old sliders
00:22:532 (1) - Make this 1/1 or a circle to avoid overmapped tail, as there's no sound. Makes 00:23:087 (3) - clearer there's a sound on this tail
00:25:495 (1) - etc same thing. Avoid using 1/2 sliders with no sound on the tail. It causes a bit of confusion on whether a sound is there for a player, and reduces emphasis on things that do have a sound on the tail.
00:36:235 (2) - Lower SV here, too high
01:09:939 (1) - uh hitwhistles get used too much around this area
01:27:347 (6,7,1) - 1 is not emphasised enough because spacing is the same, decrease spacing of previous jumps a bit (eg 6 can blanket 3)
Often times I think there's too many hitsounds going on tbh, but I can't point it out specifically
frost's Insane
See general
00:31:050 (1) - these are cool
00:53:643 (1) - my ears are ringing, can you increase the volume of your special samples and decrease inherited point volume
cool diff
DavidEd's Hard
See general
00:20:495 (4,5) - This doesn't really need distance emphasis
00:22:532 (1,2,3,4) - ^, only use it on important sounds, otherwise keep to the ds
00:28:828 (2,3) - Remove emphasis, it makes 00:29:754 (6,1) - stronger if there's fewer things with it
00:35:124 (4,5) - Can emphasise but reduce distance, not everything needs to be exact same distance when using emphasis
Apply the distance emphasis thing to other places where you see fit, there's quite a few. Try to keep them just to the most important sounds, especially for the first half
01:16:976 (4,5,1) - Too many distance changes for hard
01:18:272 (1,2) - The distance between these is wayy to big, makes player think that this is a 3x repeat. Make distance smaller so it's clear this is 5x.
01:26:976 (3,4,5,6) - This is a diff spike, make the distance spacing smaller than 01:24:013 (3) - . This is because it's easy to cut corners on the square. Compare how much red is in each pattern https://puu.sh/y7s9k/2a595c9b5e.png https://puu.sh/y7s99/40f99eb25d.png
It's a good diff, but there's too many uses of distance spacing. Cut them down
Normal diff is great, good job
Cut down on the usage of distance emphasis on hard, apply the changes for frost's hitsounds, and I'd suggest asking frost for a bit of help on hitsounds in top diff. Call me back after those are done