mod from queue
[General]
I dislike having the soft-hitclap30 or normal-hitclap30, they are far too loud compared to the songs snares, I suggest either changing them or removing the hitsound at all.
Confused to hitsounding choices, you have hitsounds on custom 30 and custom 1 to be rather similar, I suggest arranging all difficulties to be identical without excess copy pasted hitsounds. Except GD's that really have prominent different hitsounding. I noticed the similarities between kibb and armin here.
[kibb]
00:06:333 - to about 00:13:985 - The section is started with plenty of suggestions that the vocals will be the main thing followed in it 00:06:333 (1,2,1) - by making all of these as sliders, so assumed it will be based on doing that throughout the section like here 00:09:483 (3,1) -
00:07:308 (5) - overmap
00:08:133 (1,2,3) - little weird that only here the triple is curved while the rest are all straight
00:08:733 (1) - Too little spacing, it is given 0 emphasis, neither is this repeated in the section as a structure, so I recommend not doing unconventional emphasis unless a section is based on that.
00:24:787 (2) - since the 1/4 guitar or whatever it is still lingers, I suggest making this into 3/4 too, and for a reason two 3/4's and two 1/2's, a conventional patterning style musically and in osu! mapping ;d
00:26:138 (4) - this breaks the impact on the guitars that suggest an increase of intensity, I don't think you should dismiss the intensity that drastically from previous jumps, and should rather consider increasing.
00:34:240 (2,3,4) - is this done with the intention of variety, because I really prefer the guitar/drum following done earlier 00:29:889 (4,5,6) -
00:36:490 (1,2,3,4,5) - Drums or vocals, 00:36:940 (2) - as you started following vocals in the first grouping, this ends on a really important sounding vocal, therefore nullufying their intensity and abruptly switching to drums that don't have a strong first note to start its patterning. I strongly suggest either make the later slider into 2 circles, you can make the second circle a slider if you want to follow vocals.
00:56:445 (5,6,7) - i suggest lowering this spacing and make the vocals more pronounced 00:56:895 (1,2) - , lisa made my ears bleed, thanks. The guitar to me sounds chill compared to strongly impactful vocals really soon. 00:56:445 (5,6,7) - if anything compare it to 01:06:048 (4,5,6) -
00:57:796 (7) - really don't see a reason for big spacing from a 1/4 slider jump.
01:03:947 (1) - pretty chill spacing for a earbleed vocals, I like you, just wish that the rest of entire of map was even more chiller if it should stand this way ;d
[a r m i n]
00:01:213 (3,4) - Don't really like these being soft, they're clear drum hits and should also be drums or normal idk
00:01:506 (1) - this looks like it is unsnapped in the new timing line, I believe this to be unrankable.
00:06:333 - seems like you have two inhereting points here
00:06:333 (2) - I suggest giving this one more emphasis, it is really impactful compared to other cymbal/guitar sounds.
00:10:534 (3) - suggest in making this a triple, its a drum roll afteroll xd
00:19:536 (1,3,4) - a bit confused as to why are you switching from drum (questionable following) to 00:22:087 (1,3) - vocals here
00:26:288 (1,1) - pattern seems perfectly fine without these being NCed.
00:32:664 - could use this note, its a snare or something.
00:34:540 (4,5,1) - small suggestion, but giving them big spacing would be dope, since the snares are different than the rest, and it sounds louder with the guitar backing it up strongly. I'd give special notice to this.
00:35:890 (4,5) - you could make this into 4 circles since every note is either a kick or a snare, and would prepare the players for the jumps to come.
00:38:666 (2,4) - these seem to be overmapped, therefore I suggest to make the notes on white/red ticks into kickslider to follow the nature of 1/4, without feeling like overmap.
00:47:293 (1,2,3,1,2,3) - little confused to why is the intesity dropping here in the map, its lower than when it started.
00:53:144 (1) - strong guitar cymbal kick gets less spacing, and simply flow than random 00:52:994 (5) - snare, I don't suggest that.
00:54:045 (4) - not sure what is this following when the vocal hit is here 00:53:895 (3) -
00:57:045 (2) - earbleed vocals given 0 emphasis :V
00:58:396 (2) - also no need to make this 1/1 when it doesn't follow vocals, + it ends on a rather strong beat that could be made to use to emphasize the last jumps before the section ends.
00:58:621 - what is this inheriting point doing here
01:03:947 (1) - earbleed vocals again 0 emphasis ;v
01:05:147 (1) - in order to keep the cymbal guitar hits the most emphasized, you could give this an red anchor not make it go off screen with given bigger spacing.
01:06:498 (1) - impactful head and sliderend, I recommend to make it into 2 circles, otherwise I don't really understand why is it a slider, when you usually follow vocals with sliders like here 01:06:798 (2) -
01:07:023 - 01:05:823 - random inheriting points, there are even more stray green lines, revisit and delete.
01:16:850 (6) - instead of giving this low spacing (since it has a kick on it, I suggest not to) I suggest giving this one instead 01:16:550 (4) - since its just a hithat, the only exception in the jump pattern of not being a kick or snare.
[evanescent]
00:29:889 (3) - don't recommend ending it on what it ended right now at all. Sounds really important.
00:31:089 (3,4) - not realizing what is being followed here at all, I suggest following the vocal layer as it is the only one really noticeable.
00:37:090 (3,4) - everything is alternating between kicks and snares, yet you map them the same way as done earlier in the section with more chill rhythms, I suggest making more of this into circles.
00:43:017 - really loud drumhit here, please do not ignore it.
00:50:744 - sorry but I just don't the rhythm here. I'm not sure what is being followed, you're using sliders for random snares and random beats, not on prominent vocals or guitar layers. 00:51:794 (5) - example you use a slider here where the sliderend also has a prominent vocal
00:52:394 (3) - this is following a bland snare, when there are prominent vocals on its end
00:52:694 (4) - this is being a slider, when it has a strong sliderend kick
00:54:045 (4) - you can either follow this guitar here, a little noticeable or 00:54:345 - the vocals here for a slider. The problem is not that you're following snares, but that it is done inconsistently, sometimes not given snares a slider. Which becomes really confusing to what are sliders actually being used for.
00:54:645 (1) - not to mention this skipping a snare, it seems like utter chaos
00:56:895 (3) - this ending on an earbleed vocal. Etc, I will stop modding the rest since I think you got the point that I don't understand what is going on, and the problem is if I don't with looking at the map in depth, how are the players supposed to?
Anyways thanks for tricking me, dt3, GD's have nothing really special, no interesting spacing usages, aesthetical concepts, unusual rhythm usage that makes sense in a way etc. But guess I liked the song kinda xd
[General]
I dislike having the soft-hitclap30 or normal-hitclap30, they are far too loud compared to the songs snares, I suggest either changing them or removing the hitsound at all.
Confused to hitsounding choices, you have hitsounds on custom 30 and custom 1 to be rather similar, I suggest arranging all difficulties to be identical without excess copy pasted hitsounds. Except GD's that really have prominent different hitsounding. I noticed the similarities between kibb and armin here.
[kibb]
00:06:333 - to about 00:13:985 - The section is started with plenty of suggestions that the vocals will be the main thing followed in it 00:06:333 (1,2,1) - by making all of these as sliders, so assumed it will be based on doing that throughout the section like here 00:09:483 (3,1) -
00:07:308 (5) - overmap
00:08:133 (1,2,3) - little weird that only here the triple is curved while the rest are all straight
00:08:733 (1) - Too little spacing, it is given 0 emphasis, neither is this repeated in the section as a structure, so I recommend not doing unconventional emphasis unless a section is based on that.
00:24:787 (2) - since the 1/4 guitar or whatever it is still lingers, I suggest making this into 3/4 too, and for a reason two 3/4's and two 1/2's, a conventional patterning style musically and in osu! mapping ;d
00:26:138 (4) - this breaks the impact on the guitars that suggest an increase of intensity, I don't think you should dismiss the intensity that drastically from previous jumps, and should rather consider increasing.
00:34:240 (2,3,4) - is this done with the intention of variety, because I really prefer the guitar/drum following done earlier 00:29:889 (4,5,6) -
00:36:490 (1,2,3,4,5) - Drums or vocals, 00:36:940 (2) - as you started following vocals in the first grouping, this ends on a really important sounding vocal, therefore nullufying their intensity and abruptly switching to drums that don't have a strong first note to start its patterning. I strongly suggest either make the later slider into 2 circles, you can make the second circle a slider if you want to follow vocals.
00:56:445 (5,6,7) - i suggest lowering this spacing and make the vocals more pronounced 00:56:895 (1,2) - , lisa made my ears bleed, thanks. The guitar to me sounds chill compared to strongly impactful vocals really soon. 00:56:445 (5,6,7) - if anything compare it to 01:06:048 (4,5,6) -
00:57:796 (7) - really don't see a reason for big spacing from a 1/4 slider jump.
01:03:947 (1) - pretty chill spacing for a earbleed vocals, I like you, just wish that the rest of entire of map was even more chiller if it should stand this way ;d
[a r m i n]
00:01:213 (3,4) - Don't really like these being soft, they're clear drum hits and should also be drums or normal idk
00:01:506 (1) - this looks like it is unsnapped in the new timing line, I believe this to be unrankable.
00:06:333 - seems like you have two inhereting points here
00:06:333 (2) - I suggest giving this one more emphasis, it is really impactful compared to other cymbal/guitar sounds.
00:10:534 (3) - suggest in making this a triple, its a drum roll afteroll xd
00:19:536 (1,3,4) - a bit confused as to why are you switching from drum (questionable following) to 00:22:087 (1,3) - vocals here
00:26:288 (1,1) - pattern seems perfectly fine without these being NCed.
00:32:664 - could use this note, its a snare or something.
00:34:540 (4,5,1) - small suggestion, but giving them big spacing would be dope, since the snares are different than the rest, and it sounds louder with the guitar backing it up strongly. I'd give special notice to this.
00:35:890 (4,5) - you could make this into 4 circles since every note is either a kick or a snare, and would prepare the players for the jumps to come.
00:38:666 (2,4) - these seem to be overmapped, therefore I suggest to make the notes on white/red ticks into kickslider to follow the nature of 1/4, without feeling like overmap.
00:47:293 (1,2,3,1,2,3) - little confused to why is the intesity dropping here in the map, its lower than when it started.
00:53:144 (1) - strong guitar cymbal kick gets less spacing, and simply flow than random 00:52:994 (5) - snare, I don't suggest that.
00:54:045 (4) - not sure what is this following when the vocal hit is here 00:53:895 (3) -
00:57:045 (2) - earbleed vocals given 0 emphasis :V
00:58:396 (2) - also no need to make this 1/1 when it doesn't follow vocals, + it ends on a rather strong beat that could be made to use to emphasize the last jumps before the section ends.
00:58:621 - what is this inheriting point doing here
01:03:947 (1) - earbleed vocals again 0 emphasis ;v
01:05:147 (1) - in order to keep the cymbal guitar hits the most emphasized, you could give this an red anchor not make it go off screen with given bigger spacing.
01:06:498 (1) - impactful head and sliderend, I recommend to make it into 2 circles, otherwise I don't really understand why is it a slider, when you usually follow vocals with sliders like here 01:06:798 (2) -
01:07:023 - 01:05:823 - random inheriting points, there are even more stray green lines, revisit and delete.
01:16:850 (6) - instead of giving this low spacing (since it has a kick on it, I suggest not to) I suggest giving this one instead 01:16:550 (4) - since its just a hithat, the only exception in the jump pattern of not being a kick or snare.
[evanescent]
00:29:889 (3) - don't recommend ending it on what it ended right now at all. Sounds really important.
00:31:089 (3,4) - not realizing what is being followed here at all, I suggest following the vocal layer as it is the only one really noticeable.
00:37:090 (3,4) - everything is alternating between kicks and snares, yet you map them the same way as done earlier in the section with more chill rhythms, I suggest making more of this into circles.
00:43:017 - really loud drumhit here, please do not ignore it.
00:50:744 - sorry but I just don't the rhythm here. I'm not sure what is being followed, you're using sliders for random snares and random beats, not on prominent vocals or guitar layers. 00:51:794 (5) - example you use a slider here where the sliderend also has a prominent vocal
00:52:394 (3) - this is following a bland snare, when there are prominent vocals on its end
00:52:694 (4) - this is being a slider, when it has a strong sliderend kick
00:54:045 (4) - you can either follow this guitar here, a little noticeable or 00:54:345 - the vocals here for a slider. The problem is not that you're following snares, but that it is done inconsistently, sometimes not given snares a slider. Which becomes really confusing to what are sliders actually being used for.
00:54:645 (1) - not to mention this skipping a snare, it seems like utter chaos
00:56:895 (3) - this ending on an earbleed vocal. Etc, I will stop modding the rest since I think you got the point that I don't understand what is going on, and the problem is if I don't with looking at the map in depth, how are the players supposed to?
Anyways thanks for tricking me, dt3, GD's have nothing really special, no interesting spacing usages, aesthetical concepts, unusual rhythm usage that makes sense in a way etc. But guess I liked the song kinda xd