Thanks for the mod!-Faded- wrote:
Hey, m4m from your queue!
[Forbidden Fruit]I like some aspects of the map, such as the combo colours and jumps, but I feel like some aspects such as aesthetics and structure could do with some work. Overall, I still think it's quite unique though. Good luck ~
- You should convert your soft-hitclap2.mp3 into a .wav file, because these are much more compatible with the .osz format. Also, every other custom hitsound is a .wav so I don't see why this should be different. lol didn't even know it was mp3, I wonder when did that happen. Fixed (also fixed the small delay in the beginning of the hitsound.
- I feel like the hp would be better at a value like 5, because I noticed that it was very hard to recover hp during the jump sections. Mmm dunno tbh, it's supposed to be fairly punishing. But tuned to 5,5 for now
- You should place a spinner somewhere in your map so that the scores have a healthy fluctuation and the first place rank isn't solely determined by who SS's it first. Yeah I guess there is guideline like that somewhere, but I go music first. If there isn't section in the music that feels suitable for spinner, I won't use one.
- 01:06:797 (2,3) - Personally, I think these would be better with a slight angle to them to achieve a more modern look. While rational suggestion, I don't deem it necessary. There are plenty other not-curved short sliders too, and I think these fit this part better for what the music is going to do. As in, the non-curved (or red-anchored curves) feel more aggressive, more cold, and that's what that part is getting at. The vocals are changing from the soothing cleans to the devilish screams
- 01:09:165 (1,2) - This can be very hard to read, because of how the perimeter of the hitcircle is completely overlapped by the slider. Lots of skins (including the default skin) have the edge of the hitcircle highlighted in a different colour to ease in visibility, so having a pattern like this will cause most players to completely miss the note due to not seeing it. Something like this would be much better. Not only is it easier to read, but it also looks nicer because of the blanket. Do this to all similar patterns as well, such as 01:10:744 (1,2) - , 01:12:323 (1,2) - 01:15:481 (1,2) - , ...etc. While I don't think the effect to playability is that grave (I agree there is effect though, it's just that atleast from my own experience,
I play more according to rhythm I feel, not approach circles I see (except on rhythmically very sparse or random or fucked up timing sections and so on,
where you need help to understand the structure)) I agree on multiple points here. I like how the current one envelops the circle more (as in, almost whole circle) but agree the blanket looks p neat. TLDR: I'm prob gonna experiment with few and see how it looks with stuff. Since I don't think the playability part is game-changing here, I'm gonna base my judgement mostly on how the visuals would be in comparison to what I'm seeking.- 02:24:954 (1,2,3) - Maybe you can have (3) curve in a way so that it's parallel with (2), like this. I think ti would help enforce the "curvy" theme you have at the moment, as well as looking nicer and more structured. True enough. I wonder why I didn't do it that way originally though?
- 02:33:638 (3,4) - Not too big on this overlap. I find it a bit out of place with this section of the song, and it also doesn't look very nice. I would change it up, because I think there are more things you can do here. Nah, it's going according to what I wanted. It's one of the parts where the SV and spacing between them and thus the overall movement is supposed to express the music going towards feeling of stopping while changing from one phrase to the next one. As in, see for example 00:56:139 (8,1) - 01:29:297 (6,1) - 01:46:665 (4,1) - and so on. The sections like 01:47:060 - are very good example as you can compare it to the musical structure easily at the same time, seeing that this type of pattern is used always at the same stop, at the point where phrase ends and new begins. All of these patterns are made so that the movement almost stops as the low SV sliders overlappingly lead towards the next objects (usually slider too)
- 02:51:203 (5) - This slider goes offscreen, which is against the ranking criteria. You should move it up a bit. True enough, although it was completely playable nevertheless. Anyways it's all the way in now
- 03:15:085 (4,1) - I feel like the flow to this note could be a bit better. (4) faces away from (1), meaning the player has to make a jerky motion to hit it once the slider is finished. I don't think it's a problem, you don't even need to use slider leniency for that, when the sliderend is already overlapping with the head of the new one. Basically it's one of those slider pattern thingyes I explained a lot of shit about above. The "mispositioned" beginning point is one of the aspects, though arguably you are right this one has fairly strong one at that. All in all anyways though, I don't think it's a problem to play
- 03:39:558 (2,3,4) - The triangle looks a bit off, and I feel like lots of people could notice it while playing. I would neaten it up a bit. I don't think it is. All the DS are the same, which in the shape of triangle can only mean that the angles are same as well. Going onwards, both of these attributes (alone too, since they lead to the other being fact too) are ones of an equilateral triangle. Or with less mathematics and more osu!familiar terms, it was done with the polygon tool. So I kinda doubt this
- 03:49:821 (4) - I feel like a curved slider would be more appropriate here, because I found that the vast majority of short sliders in the heavenly sections have smooth curves. Agree lol
- 04:12:716 (1,2,3,4,5,6,1) - Really not a fan of this back and forth. The music doesn't call for it because it changes, and imo it can be difficult to read as three notes are stacked under each other. Overall, this is just out of place considering the style of jumps you've used throughout this map. Dunno bout your comment about the overall style of jumps, but don't really think this is that unfitting. The pattern is straight basing on the similar one before it (04:09:558 (1,2,3,4,5,6,1,2,3,4) - ) which then is basing on the patterns before it, using the stacks from the build-up of the solo and combining them with how the solo guitar is doing things. Couple times with overlaps, couple times with stacks. Both play about the same(
- 04:17:847 (5,6,7,8) - I feel like these jumps deserve more emphasis than the others, as you've chosen to highlight these notes using drum finishes. I would either increase the spacing of these jumps, or reduce the spacing of the jumps beforehand (since the jumps are already pretty big here.) I'm not highlighting anything with the drum-finishes though, they are there because that's what the drum is playing, and as a drum sound it's not particularly intense.
- 04:32:057 (4,5) - Is the finish on the end of (4) intentional? Firstly, it feels strange having a finish on a non-clickable beat, and secondly; this is rather inconsistent because you don't use this amount of finishes anywhere else in the map. Lol right there shouldn't be one, good catch. Well, I agree there isn't this amount of finishes anywhere else in the map, because there isn't this amount of finishes anywhere else in the song. That being said, if it seems weird to ppl, I'll just tamper with the volume of things here and there. Anyways I don't see it being acute problem.