Things left to do:Garven wrote:
Fucking awesome.
[General]
I recommend skinning the hitlightning (the entire time is kiai, so they're all visible if you have custom ones and it can mar the effect you've gone for), warning arrows, sectionpass/fail image and sound and especially hitbursts considering the default hitburst's habit of covering everything with ugly. Try to offset the text of the hitburst so it's above the notes too, to avoid that covering. I was considering doing this, but since you suggested it I will. I haven't finished all of this part yet.
That said, end your kiai on all difficulties, please. I will, but why?
These gameplay mods are assuming these maps are not authentic (at least, authentic as possible considering the multiple notes at once in the original game) and are mainly considerations towards mouse users (like myself). I'm a mouse user too. I can only beat hard and maniac with hp drain down to 0. For future modders, please mod according to playability on osu! Osu! is not Technika and can't be, though perhaps touchscreen users will find it easier, so we have to work within the limitations of this particular game.
[Instructions]
I recommend having some text instructing to not hit the skip button combined with the introduction to the map. Done. Also removing the sectionpass/fail as they obstruct the text, and put in some arrows letting you know when to hit the first four notes.
[Easy] all done
00:39:833 (1) - This spot may be good to use one of the purple note sets with the vocal (I've only played this game like twice, so I don't know if the easier difficulty levels used those types of notes)
02:01:500 (2) - Have this start near the top so that there isn't a "jump" for an easy
[Normal] all done
01:08:166 (1) - End this at 01:09:166 - to reduce the jump a bit
01:10:500 (2) - This felt off considering the long hold note before following the vocal. Probably best to add a note at 01:10:166 -
01:14:833 (1,2,3,4) - Maybe start from the top to reduce jump distance?
[Hard] all done
00:56:000 (1,1) - This is a pretty tough jump.
01:14:666 (8,1) - ^
[Maniac]
HP drain is brutal on this. Especially when you jump off a hold note prematurely. It's like a death sentence. x_x dropped it down to 6. The difficulties will need to be tweaked significantly so that it's sort of passable.
00:03:750 (1) - What is this snapped to? Probably meant to be at 00:03:833 - , right? No, amazingly not. You can take a look at the video I based the map off of here.
01:08:500 (3) - Is this out of bounds? yep, there was another one earlier too.
Put in countdown + flash at beginning of each measure
Make the storyboarded elements kiai.
Make the hold notes quiet (will experiment with silencing soft-hitnormal).