Thanks for the mod!Left wrote:
God
[Sin]
- In first part, your distance logic isn't consistent. ok for 1/2 rhythm, you used 00:06:798 (2,3) - this DS. but 1/4 isn't consistent at all. like 00:07:982 (4,5,6) - , 00:11:140 (6,7,8) - . it's problem in both readability and visual. I recommend you to make it all same I don't see any problem how to read this, since especially on not so intense part such as this, these sliders play essentially the same as 1/2 ones, just slightly more stickier (which due the slowness of the part isn't too significant here yet). Also it's not like it's very inconsistent. Granted, it's waving like +- 0,05 DS due angles and stuff, but it's basically 2 different DS: 2,5x which is the same as the 1/2, and double that, 5x which basically looks the same as the 1/2. It's intended. I have tried to emphasize different places musically and how I want the part of the map feel, the transition from phrase to another at 00:11:140 (6,7) - compared to part with vocals at 00:20:613 (4,5) - for example. Visuals I agree on, they should be stable (with the DS)
- 00:36:403 (4,5) - super close, u can improve it easily true, moved them slightly so they fit more into the other category of the 1/4 spacings
- 01:14:297 (2,3,4) - NC pls SV changed You mean change em all? I don't think spamming NCs on those is really necessary. They work pretty much the same way as these 01:18:639 (1,2) - just basically double the speed. It's still not too speedy, and is fairly simple to play even wihtout NCing everyone of them
- 01:20:020 (3,4,1) - can improve triplet-slider flow? like this https://osu.ppy.sh/ss/7267054 Tru tho it's intentionally the way it's currently so it lines up with the body of 01:18:639 (1) - changed it little nevertheless
- 01:20:218 (1,2,3,4) - SVchange NC pls as above ^
- 01:44:691 (5,1) - how about blanket? blanket with what? Ain't it doing it already? If you mean the following object 01:45:875 (2) - no that's not meant to (with 01:45:086 (1) -; 01:44:691 (5) - is blanketed by it too) However altered the blanket slightly since it didn't look like it was ideal
- 01:58:309 (2,3,4) - sound is heavy, clap this kind isn't suitable. i think drum addition sound is better I disagree, while snare as a sound is pretty sharp, these hear are relatively light in comparison with the surrounding sounds. Also I like to hitsound with sounds that are very similar to the original sounds, if possible, and here normal-clap is pretty nice. Although applied a gradual increase in the volume to better express the drum roll
- 02:42:125 (3,1) - too close, can confuse as 1/4 While I don't think this is really bad issue, it's true that it's having same spacing as the 1/4 (from slider tho) before it, which musically doesn't make too much sense. Arranged stuff
- 04:54:162 (4) - can remove body's hitsound? sounds weird You mean the whistlie on the sliderhead? I found it amusing that there are like 10 of those before this and each sounds very same (since I obviously used them on similar occasions) but you have mentioned none of em. Nevertheless seems kinda unfitting to me too, went through these all and made changes
- 04:56:531 (1,2) - u used this DS for 1/4, can confuse. how about just stack it? Not necessary. As I stated somewhere above, it plays relatively the same here regardless if the gap to the next is 1/2 or 1/4. Sure, the spacing can confuse here, but the player clicking on blue tick instead of the relevant red tick (with the sound and note) because of reading this as 1/4 due patterns in the map before is just illogical. However, for the sake of consisntency with the first occasion of this patterning in the first chorus, I made it larger instead. Didn't make changes to the occasion in second chorus, which due the double triplet pattern before is supposed to flow differently (farther)
- 04:58:504 (2,3) - ^ pretty similar case
I found some major problems in this map,
first used too many unnecessary 1/4s. of course you can make sticky effect by using this, but 03:34:427 (1,2,3) - 05:04:425 (1,2,3,4) - this kind overused. What defines your "too many unnecessary"? Is it the gameplay? Relevancy to the music? Nevertheless, that's the idea here. First of all, that second example at 05:04:425 (1,2,3,4) - isn't even suffering gameplay-wise from this. The 1st example doesn't play as perfectly as it could, sure, but this stickiness you mentioned here, the slighty uncomfortability, is what I'm going for here. It's how I'm expressing the song. First of all, there's hella lot sounds kinda dragging on, which is then suitable for dragging slider ends. That's not all though. My main idea with the slight uncomfortable sticky feeling is how the song works ideology wise, as in, it's talking about sin. Your sin. Dunno if you have been thinking much 'bout that, but thinking about your sins is hella uncomfortable. You get what I'm going for? I don't want to make it play badly, but subpar performance is okay if the effect is in desired scale.
and distance logic. u used all different DS in each rhythms, I mean, 02:26:533 (1,2) - 02:28:112 (1,2,3) - same 1/4, but visual distance is different. can see in here http://puu.sh/tTC1P/5dc8040d43.jpg . this makes your map looks unstable and irregular. check your map once again considering this. First of all, this is really bad example. These parts are clearly very different intensity and emphasis-wise. The idea you mentioned, however, is nothing wrong. What makes me very sceptical here though, is how the example you mentioned not only has the flaw I mentioned before, but it's also "slight" if you can so say. While percentually almost double, in raw distance the difference is pretty small. It's not like the patterns have completely different spacing, irrelevant compared to the music. Maps nowadays (except maybe very easy ones) don't have perfectly equal distance and visual spacing, what matters is how it fits the music (and thus especially if similar music is mapped drastically differently). That's where checking the map again sure comes to the pic
good luck!