looks like UC finished his response first but
what i originally said was kinda rudeSinnoh wrote:
Not even going to bother with subjective issuesGeneral
- Having only one hitsound every two measures doesn't provide enough feedback. Even with adding new ones after Mir, it's still not enough.
Your current hitsound pattern is only following highlights on small sounds. The issue is that these sounds are really infrequent and have little indication of the beat or rhythm of the song. This issue is most noticeable on hard where rhythm density is high, but isn't dense enough to support some of the hitsounds used on insane. You can reference one of the many other ranked sets for this song to get an idea of what hitsound patterns could be added. "Your current hitsound pattern is only following highlights on small sounds." that is exactly what the song does, though. there are no important enough points of emphasis between these special sounds, and im not going to add random hitsounds to places where they are not deserved. all objects have their sampleset hitsounds in the first place. these have sounds upon clicking and so provide feedback. i do not see why feedback is the problem here.- Why are all the difficulty settings at random numbers? There's really no point to it, and only makes it harder to judge the difficulty of a map. Simplify your settings so that they're easy enough to understand at a glance. they are not random. simplifying difficulty settings just restricts you from providing what's closest to the best experience you can in gameplay. i agree that it's more annoying to read, so i changed ones that were close to whole numbers and i thought would have minimal impact.
Easy
- The whole map is only made of sliders. Aiming and following many sliders is tiring for new players. large gaps are given between many of the sliders, which gives players enough recovery and preparation time. sliders are lenient in accuracy, which partially removes an element of difficulty. i think this is acceptable.
- 00:05:634 (2,3,1) - It's difficult for new players to follow sliders when their tail is closer to the previous object than the head. They still have trouble recognising the difference between heads and tails, which causes difficulty and confusion when trying to read distance snap. irc modded with spork lover, changed some stuff but not drastically. slidershapes are the same.
- 00:09:998 (1,2,1) - Distance snap is at 1.4x, don't break distance snap on easy, and don't go over 1.2x saying why would be nice. guidelines are not rules
- 00:11:452 (2,1) - Don't overlap slider heads with other objects, they can cause reading issues irc modded with spork lover and changed it to a different softerfeeling arrange. it doesnt overlap anymore.
- 00:12:907 (1) - This slider shape is unreasonably complicated for an easy. New players are still trying to figure out how sliders work, don't make it more complicated for them with slider shapes like this. Change the slider body so it has a less sharp angle the sv is really low. whether they're somehow confused by the slider shape or not, they will not sliderbreak unless they decide to let go of the slider. the shape is more compact and like a pseudo-low sv, allowing for an easier transition into this section of the map.
- 00:12:907 (1,2) - Again with the first point, try and keep slider heads closer to the previous object than slider tails. New players will confuse the two. Applies for anywhere else this is.
Normal
- Distance snap is all over the place. Remove all new combos, then check distance snap in aimod again. It's a normal, stick to distance snap. ? its okay not to distance snap as long as its just as comprehensible and playable without distance snap. if you could point out specific sections where this would genuinely cause issues for a normal level player, then that would be a lot more helpful.
- Distance snap is at 2.0x during the second half, which is well beyond the guideline of 1.3x. It might be fine playability wise, but the contrast between spacing and slider velocity is unreasonable. It will confuse new players because distance time is entirely based on the relationship between SV and spacing. Raise your slider velocity and lower your spacing, normal players are still learning distance snap. uhhhhhhhh the sliders throughout the whole diff, with exception of the long ones every hypermeasure are not designed to be properly followed. players will click and move on as it is the easiest and most comfortable way to play these. sv doesnt play a big role here, nerfing spacing would just result in a really underspaced diff and raising sv would just fuck up playability.
- 00:17:271 (1,2,3,4,1) - 00:23:089 (1,2,3,4,1) - 00:28:907 (1,2,3,4,1) - 00:34:725 (1,2,3,4,1) - Note density should consist of mostly 1/1 and occasional 1/2 rhythm. All of those sections have 1/2 rhythm go on for a whole measure. Regardless of whether it's passive or active rhythm, it's too hard for a normal player. Reduce note density to follow more 1/1 rhythms. the whole difficulty is designed around 1/2 rhythms. the difficulty gap between these full measure 1/2s and everything else is not high. all these sections also have a beat's timing gap before them to ease the player in and allow them to prepare. the player should not have very much issue with these unless they are having issues all of the rest of the map.
in that case, they are not ready for the difficulty as a whole.
This set still needs a lot of work. I would also suggest that you have a read of osu's ranking criteria before getting more mods, as many basic issues here could have been prevented by reading it. Need to veto since I don't really trust UC renominating after it was bubbled with the issues above. Need to veto