one day
Garven wrote:
Good gods, that's an old bubble.
[General]
Since you're mapping through 00:35:451 - I recommend you use tick rate 1 for this song. | I'm actually using 2 because I'm using hitsounded sliderticks in the lower diffs - while I know this causes quite a bit of "ugh-ness" in taiko converts, I want to keep it at 2 for hitsounding purposes; I will, however, lower their volume in this section to make it a bit less.. weird, for people with more audible ticks in their skins
[Easy]
OD +2 | k
00:16:851 (1) - Way too soon after a spinner for an Easy. Give about 4 beats at this BPM. | Seing as this is a rather centered slider, I think 3/1 should do in this case, so I shortened the spinner by one, having the consistent spinnerend-whistle like in the other diffs
00:30:951 (2,1) - Surprised there was no tick sound magic on these two sliders. | the only form of magic I see possible here would be quite confusing to the player because it'd be like 1/2 right after the initial click, which I'd much rather avoid on an Easy and not-climax section, so that's why I stuck to the more simple main rhythm
01:21:651 (1) - Too soon after spinner blah blah | I believe this one should feel fairly natural enough with the rhythm and momentum going into it; moved it to lead better into 2, though
01:24:501 (1) - Remove new combo | k
[Normal]
OD +1 or 2 | +1
This is really high SV compared to the AR. Not too fond of it. | increasing AR by 1
00:16:251 (1) - Way too soon after a spinner in a Normal. Give 2-3 beats for this BPM. The spinner itself is really short too. It's probably best to map through it. | don't think there's a rhythmically nice way to put this differently, so I'm kinda wanting to keep it as-is; moving the following two combos a bit more to the left, though, to have it more centered after the spin
00:33:201 (1,1,1) - New combo spam. | dragged the first NC to the slider before so it should look less ugh with the doublered now
00:42:651 (1,1,1,1,1) - Don't new combo spam please. | halvened combo density :v
00:47:301 (1) - etc | is do
01:21:051 (1) - Soon after spinner | this one's 3/2, and with the momentum here, I'd say it comes rather natural, so I want to keep it as-is
[Hard]
OD +1 or 2 | 6 now
00:13:851 (1,1,1) - New combo spammmmmm. Not going to mention them anymore on your maps. Get rid of 'em. They screw with hp drain and most of what I've seen they don't even really fit the musical phrasing well. | there's actually strongly seperated pairing going on here, so I'd rather keep it
00:36:651 (4,5) - Although it's distance snapped, I'd have it slightly overlapped with the end of 4 so that it's very obvious the snap is going to be different.
I kind of wish you used more hard angles on the sliders considering the style of song. | not quite an overlap now but just about no bit of air between them; should get the thingy across, I guess
[RLC]
OD +1 or 2 | OD7/8 for this kind of diff..? raaaaaaaaaaaaather not.
Pretty solid, though it felt too smooth for the genre.
[Insane]
OD +1 or 2 | you should really do something about your highOD obsession Garven (raised to 7.5, not going to push this to oblivion because it's not the peak diff)
00:12:051 (3) - ctrl + g if you want to be consistent with your jumps | true that
00:20:901 (7,1) - After all those jumps this felt way too close | why yes, it is close, but the 180° turn into the new combo gives it fairly enough snappy pressure as to keep it viable in my eyes, so I'll keep this
00:33:501 (3,1,2) - Erm, why? | I don't know anymore
00:42:651 (1,2,1,2,1,2,1,2) - This felt a little off since the song stopped gaining in intensity, but the pattern kept going. | I can see it continuing the upwards trend until 00:44:151, keeping
01:16:701 (4) - Such a drastic velocity change for not much of a change in the music. | stretched vocals without any of the previously more screaming tone to it makes this very much of a holdy section to me
01:21:201 (2) - And the same story here. | tons of instrumental pressure coming back for the finish
01:22:101 (1) - And when she's actually holding a note so a slider makes sense, it's super-slow compared to the one before it. Doesn't flow well at all. | that's a low-momentum vocal string, so I'm following, again, the "holdiness" of the whole thing, rather than a continuously strong momentum covering a wide distance
01:24:201 (1) - And back to zoom zoom. Try listening to the music during this end section and get a better feel for it. Right now the interpretation is pretty wildly disproportionate compared to what's really going on. | disagree. short-jabby end to the song, short-jabby end to the map. not much more to say in that matter.
[Extra] *Rejection
00:14:001 (2,3) - 00:14:601 (2,3) - They're snapped wrong. Fix that. There's a lot more riddled throughout the map. | how are they snapped wrong, they're exactly on the same beats as in Insane and any other diff; unless you would want me to extend the slider by 1/8 or 3/16 to get a more abrupt and guitarfollowing transition, I don't see what you mean by this.
00:42:801 (2,1) - This first return really doesn't flow very well. The second iteration's jump is much smaller and flows nicely making it really unbalanced in comparison. The third has the same bad flow problem as the first, and the last one is nice. You might want to rethink this particular set of patterns. | that's the point: the song is jabby and having a harsh impact, demanding you to focus on every repetition individually, which is best achieved by not making it too monotoneous and horridly consistent - you can see I'm following a pattern and it's evidently achieving just that, so I'm very convinced of keeping it as-is
01:05:151 (5,6) - This flows better if the 6 was positioned lower. The end is also unsnapped. | the end is not unsnapped, it's on the blue tick.. also, again, the more abrupt change emphasizes the shift from the more snappy drumpattern into the more pairy guitar strings, even more so because you don't follow the same curved string and shaping throughout both of them
The end also has the same velocity issues that then Insane has. | I have the same response for this as before :v
Easy: Anything but 00:57:351 - + 01:18:501 -
Hard: 00:24:651 - no
00:55:401 - not a concern with new default
RLC: 00:24:951 (2) - same as 00.24:651 - @Hard
Insane: 00:45:801 (4) - https://osu.ppy.sh/ss/1969031
17:03 Jenny: 00:18:051 (9,10) - sliders because want to do exactly that: less emphasis on vocals so the next combo has more of an impact with the sliderangles and backleading jumps
17:03 Jenny: 00:21:051 (1) - different vocalist and tonage, is more sliderbuilt
17:09 Jenny: 00:34:751 (1,2,1,2) - errr.. no. using any more slider than this (or anything else, for that matter) will only fuck up the soundpatterning and nothing else. it's correctly snapped and the approachrate should give you enough room and time to get this
17:10 Jenny: 00:44:451 (1,2,3,4) - harsh drumfinish to the section
17:11 Jenny: 00:48:651 (1) - not part of the streampattern anymore but a new individual one; makes no sense to space it exactly like something that's entirely different in nature and song
17:12 Jenny: 00:51:651 (1,2) - again, harsh sectionfinishing drums, fairly reasoned in my book - yes, hard, very hard, but that's exactly what goes well with the minibreak before the kiai kicks off