thank GOD this is modding v1 ok
played the mania diff, it's about what i would expect from an s3rl 4k chart, nothing out of ordinary, standard charting that's not my cup of tea, but it is what it is.
sightread cold hands no prior maps played, this is ss bait basically
i do have slight complaints though
first of all raise the hs volume by 5-10%, it's borderline acceptable now but better have it a bit higher for safety
00:25:344 (25344|0,25498|1,25652|2,25806|3) - lol at stairs going up while pitch is going down, following too
00:28:421 - i would rather do something like this to express the pitch going up down up down with gradual decrese:
01:20:114 (80114|3,80267|3,80421|3,80575|3) - weird 4 note jack, the pause is longer between kicks but should you really extend the jack for that reason? i would just move the first note to 3 personally
01:24:729 (84729|2,84883|1,85037|3,85037|0) - and then you suddenly take all of the intensity and rigidity of the patterning to a 1/2 JS basically, it really feels like the hardest part of the map (at least until the longer 1/4 patterns) are the jacks in the first half of the build up and I don't like it personally ESPECIALLY since from this point onwards you have a constant 1/4 and even faster at times rhythm that you can utilize, but that would require having a higher difficulty admittedly
01:32:729 - DoubleTime Farm Pattern (TM)
i really feel like you could just use a diffrent pattern that's not a one directional implied roll, anything that's not so straight forward would feel like a proper end of the build up tbh
now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play
02:54:883 - this is the only time you do SVs like that and it feels really off having played the map up until this point without knowing about them, as literally nothing in the map hints at there being any jump SVs and also the SV itself being quite strong. this is actually the thing that annoyed me the most about this map btw, I REALLY suggest either removing the SV or just making it less intense so it's easier to sightread, ESPECIALLY in a map that simple
ok that'd be about it, i rate the map s3/rl
call me back
played the mania diff, it's about what i would expect from an s3rl 4k chart, nothing out of ordinary, standard charting that's not my cup of tea, but it is what it is.
sightread cold hands no prior maps played, this is ss bait basically
i do have slight complaints though
first of all raise the hs volume by 5-10%, it's borderline acceptable now but better have it a bit higher for safety
00:25:344 (25344|0,25498|1,25652|2,25806|3) - lol at stairs going up while pitch is going down, following too
00:28:421 - i would rather do something like this to express the pitch going up down up down with gradual decrese:
01:20:114 (80114|3,80267|3,80421|3,80575|3) - weird 4 note jack, the pause is longer between kicks but should you really extend the jack for that reason? i would just move the first note to 3 personally
01:24:729 (84729|2,84883|1,85037|3,85037|0) - and then you suddenly take all of the intensity and rigidity of the patterning to a 1/2 JS basically, it really feels like the hardest part of the map (at least until the longer 1/4 patterns) are the jacks in the first half of the build up and I don't like it personally ESPECIALLY since from this point onwards you have a constant 1/4 and even faster at times rhythm that you can utilize, but that would require having a higher difficulty admittedly
01:32:729 - DoubleTime Farm Pattern (TM)
i really feel like you could just use a diffrent pattern that's not a one directional implied roll, anything that's not so straight forward would feel like a proper end of the build up tbh
now the choruses
idk i don't really like how painfully simple they are, you are just putting kinda short LNs for the main background synths and that's ok I guess but like, the intro has harder patterning? ever since the fourth note of the map you had actually harder patterns than in the chorus except chorus is slightly harder to acc, for this kind of a song denser glut/jumpjack oriented patterning would be way more fun to play
02:54:883 - this is the only time you do SVs like that and it feels really off having played the map up until this point without knowing about them, as literally nothing in the map hints at there being any jump SVs and also the SV itself being quite strong. this is actually the thing that annoyed me the most about this map btw, I REALLY suggest either removing the SV or just making it less intense so it's easier to sightread, ESPECIALLY in a map that simple
ok that'd be about it, i rate the map s3/rl
call me back