Raiku wrote:
Raiku mod!
[Easy]
In general, the snare sounds greatly overpower the snares in the music, I highly recommend toning them down, however it only seems to occur with slider tick sounds. I would avoid slider tick sounds in general as the music pretty much covers the snare. woob, reduced all sound-sb by 10%
00:49:284 (1) - I suggest moving this out a little so that it forms equilateral space between the head and tail of the slider it coheres with. This will make the spacing here follow the continuity of the spacing you have used with similar overlaps thus far (http://puu.sh/7uvWF.jpg). oh-okay~
00:53:260 - I found this snare beat to possibly confuse a player into hitting the next slider early. I don't know what should I do about this, I guess reducing the sound-sb will be fine for now
00:56:152 - A similar case throughout, I feel that the loud snares aren't so needed. Up to you! ^
00:57:236 (3) - The snare here is off timed with the song's snare slightly, consider removing.??
[Normal]
00:11:332 (5) - Here is another case of the hitsounds colliding awkwardly, how do you feel about it? same as above answer
00:17:477 (1) - I felt that, very subtly, these two sliders could spoon together a little more evenly, here's the curve I managed to achieve when playing around with the bottom slider (http://puu.sh/7uwpr.jpg). do you have code for this?
00:18:923 (3) - I recommend tilting this slider so that the tail end flows directly into the head of the next slider for enhanced flow. It gives the player a feeling of direction (http://puu.sh/7uwtt.jpg). You also avoid a tail and body overlap. tilt-ed around 12 degrees
00:37:718 (1,1,2) - With your current stack leniency settings you can afford to stack these notes a little tighter, this in turn will give the normal player the opportunity to experience stacked notes to sliders without having an off-stack 'guide' like so (http://puu.sh/7uwCD.jpg). This I feel makes it look neater too. done
00:42:236 (4) - With this section, I felt you could go with something a little more manageable for newer players. I think my alternative brings a nice blanket to the table, and by removing the repeat you are exacting the drum pause in the background whilst making this section pretty and easier to manage if you were a normal player. I simply felt that the slider over the slider was a little difficult to read (http://puu.sh/7uwP2.jpg). if I do those, 00:42:597 - will be empty
00:48:561 (2,1) - You can easily afford to stack these two sliders like so (http://puu.sh/7uwRW.jpg). done
00:51:814 (5) - I highly recommend avoiding an overlap like this, its completely fine if it is continuous with the way you overlap the ends of sliders on to notes that hit the off-tick right after, but I would avoid it at all costs at other times. I went with this for my alternative, don't worry, you aren't conflicting with the HP bar with this (http://puu.sh/7ux06.jpg). done, also curving the (3) slider
Look through your map and listen out for snare drum hitsounds that conflict with the actual song's snares.
[Hard]
00:06:453 (2) - I felt you could make the spacing more even with this note between its sliders (http://puu.sh/7ux8g.jpg). I think it's fine, since it's Hard diff, and need some "jumpy" notes lol
00:32:658 (3) - Try to expose the head end of the body a little more, that way you avoid that overlap that can confuse some players as to the length of the slider thus wondering the timing of the slider. It is very subtle but it can have an effect (http://puu.sh/7uxix.jpg). done~
00:37:718 (1,2) - Again, you can definitely afford to stack these on the slider head (http://puu.sh/7uxlB.jpg). It's fine as long as BATs arent complaint /runs
00:40:609 (1,2) - Same here. ^
00:48:742 (2) - With this timing, I recommend bringing this slider back to the preceding note just a touch for the players benefit. Many people may get frustrated when they don't expect this spacing so suddenly as it isn't continuous with the structure of the rest of the map (http://puu.sh/7uxr3.jpg). okay-okay~
00:50:368 (3,1,4,1) - Very subtle, but just noticeable on this approach rate. Overlaps: http://puu.sh/7uxAj.jpg. when you play it, it's unseen *-*
00:57:236 (3,4,1) - From the start of 3 until the end of 1, the hitsounds definately collide too much to the point where it is noticeable and feels clustered and overpowering to the music. fix'd
[Insane]
00:10:609 (2) - I would even consider moving this out a touch so that the spacing feels equal with some of the other jumps in this map. Continuity is the keyword here (http://puu.sh/7uxOp.jpg). done~
00:12:688 (2) - On a serious note, I genuinely feel that this note could benefit the song by either being removed, or re-structured so that the flow is greatly enhanced by placing it like this (http://puu.sh/7uxTL.jpg). I liked it .. but I will change it if another modder complained about this
00:19:465 (2) - Perhaps you could avoid a small overlap here by stacking this like this so the head and tail fit the 2 notes that overlap? Try this alternative on for size (http://puu.sh/7uxZW.jpg). nope, I guess it's fine
00:36:091 (6,1) - I felt that though the use of spacing here is very clever, these two notes will cause trouble for the player trying to read the fast double if this spacing is used, perhaps make it so that the last note infact stacks on the head of the slider (http://puu.sh/7uycS.jpg). This alternative will make it more manageable. done, done and done~
00:36:995 (1,2,3,4,1) - If you apply the above, you are being fair to players by being continuous with this! ^^
00:40:429 (3) - How about making this circle part of a nice symmetrical jump (http://puu.sh/7uykF.jpg)? it's cool anti-jump ;;
00:41:152 (2,3,4,5,1) - Certainly consider making circle 4 and 5's body overlaps equidistant with each other. I feel that an equal amount of slider should fill up the circles for beauty (http://puu.sh/7uynG.jpg). moved a bit
00:49:103 (2) - I recommend having this circle stack perfectly on the slider tail (http://puu.sh/7uytn.jpg). aww... just moved this in previous mod.. lol, stack-ed again!~
00:57:236 (3,4) - Again as I mentioned in the last difficulty, the hitsounds here feel almost clustered with each other, maybe one of the cymbals in the song highlights this part of the map but if there is already a different cymbal sound in the song, then I would definitely recommend removing the hitsound that affects the music. hmm... okay, deleted whistle
01:11:694 (1,2,3,4) - By using the ctrl+G flip function on slider 2 and 4, you not only create a fun pattern, but you also prevent a confusion with the stream and slider 2's head which would cause frustrating misses near the end of the song. It's your call (http://puu.sh/7uyLg.jpg). I asked my friends and they said the pattern were okay, so no changes
01:16:302 (2) - Similar to the previous slider circle slider situation, I feel that this note could greatly benefit from being placed in the middle of these two sliders. Also, the spacing will match the streams like so (http://puu.sh/7uySd.jpg). same as above answer
All in all there is very little work to be done and you have created an amazing mapset. Good luck with BAT attention now!
thanks a lot Raiku <3