as requested w
[Easy]
but anyway gl unko
[Easy]
- 00:07:636 (1,2) - its nice if both of them have the same curve, right now 00:09:032 (2) - is more curved
- 00:45:311 (3,4) - curves here might be angled too much try https://osu.ppy.sh/ss/9610505
- 00:48:101 (3,4) - same as above
- 00:59:264 (1) - idk for me it sounds better if it lands on the red tick 00:59:787 cause of vocals and its also important sound to map
- 01:03:450 (3) - extend to red tick again, and it also helps hitting the right timing for next object, same as 01:20:194 (3) -
- 01:10:253 (1) - same as 00:59:264 (1)
check AiMod, it says you have distance snap errors
- 00:20:718 - add circle
- 00:29:962 (1,2,3,4) - best mapper 2017
- 00:39:555 (5,6) - maybe 6 is too much to the right? idk
- 01:26:473 (1) - why the nc
good diff
- 00:10:427 (1,2) vs 00:11:822 (1,2) vs 00:13:218 (1,2) - why are the distances changing from object 1 to 2 for each pair?
- 00:14:613 (1,2) - polarity is bad, 00:14:613 (1) - ends in red tick then 00:15:398 (2) - this starts at a blue tick which could mess up players when following rhythm
- 00:21:241 (5,1) - 1 might be too close to 1,they might still think its a 1/4 gap
- 00:21:939 (3,4) - uhhh overlap for seems very unpleasant to see, same as 00:22:811 (6,7), 00:27:520 (3,4) and many more, it just messes up the DS
- 00:27:520 (3,4) - ctrl+g? to make it flow better
- 00:22:113 (3,4) - why change distances compared to 00:21:764 (1,2) - , there are not intensity changes or emphasis changes
- 00:41:997 (8) - i thinks its better if ctrl+g
- 00:42:520 (2,1) - look almost similar to 00:42:346 (1,2) - even though its 3/4
- 00:58:566 (1,2) - might be confusing, players might think oif hitting the slidertail first (mostly if the skin they are using are the ones with slider end overlays)
- 01:03:101 - i feel sad nothing mapped here, but its ok maybe to prevent overmap
but anyway gl unko