[General]
Something I overlooked initially, sorry: Your combo colors are very very similar. Make them more distinct from each other.
No tick rate 2 on your maps, Yuko? You didn't reply.
Amamiya Yuko wrote:
[Easy]
00:25:469 (1) - This section feels a bit cluttered with hit objects. It's a really calm part in the Easy difficulty. I think simplifying 00:28:282 (1,2,3) - to something like this would fit the pace much better this rhythm sounds weird o.o
It was only an example. I still feel that this is a bit too cluttered rhythmically. See if you can simplify it a little here.
00:42:658 - Insert a break here nope, as i have explained
no, break time is something used for letting player know "oops here's a break time you can rest freely huehue", and here's apparently not suitable to add it.
Is this the reason you explained? Could you reword that? I'm not exactly sure I understand how this applies considering the length of these blank spots.
00:47:345 (2,1,2,3) - This is incredibly boring rhythmically for the start of the kiai section. Spruce it up a bit. Same applies to 00:56:252 (1) - i dont see the problem of it.. since it's an easy diff and i just follow the drums, what's wrong with that?
Because it puts me to sleep. Easy doesn't mean boring. It means that it should be easy to grasp for an new player, but still follow the music well. Following the metronome is technically all of this, but it leads to a map that obviously has little thought put into it.
01:13:910 (1,2,3) - Considering you're reaching the climax, using circles would give a better feeling of amping up. prefer sliders here... also adding circles would be hard for an easy diff
That's the point of "amping it up" a bit. You want to increase the energy, and you can accomplish that by increasing the difficulty slightly. People aren't going to all suddenly fail because of those circles. It will also give them something to try and work on to improve. You have to start somewhere.
Add a spinner somewhere so that there are variable high scores possible.
Any reply to this? You should have a spinner somewhere in the easier difficulties at the least so that high scores aren't stagnant.
[Normal]
00:21:094 - Add a break same as above
00:42:658 - Add a break same
Add a spinner somewhere so that there are variable high scores possible.
01:06:409 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5) - This is all 1/1. :/ Try giving a little variation in here. It's pretty drab as-is. 01:11:410 (1) - is fine with the 1/1 considering the musical emphasis, but before it, there's plenty to follow that would fit within a Normal's context well it may be a bit boring but i dont think it's a serious problem... If even you are admitting that it's a bit boring, you should have an idea or two on how to make it more enjoyable to play. This is something that people play to have fun, not get bored of.
Kodora wrote:
Anyway,
[General]
Tick rate 2 fits this song best Yes, it fits at most of parts but sadly sounds too busy at the beginning & calm part due to SV changes & songs tempo - this song cries for multiple tickrate ;_;
Looks like you took care of this.
[Kodora]
I think lowering the distance snap during the intro would give a better feeling of transition from the slower part to the faster part when the back kicks in at 00:10:155 - I just do not want to make it too clamped here :<
Considering that you're using 1.5x spacing during a slow intro part, dropping it to 1.25x or something still won't have overlaps and won't feel jumpy like it does now.
And continuing the mod on that diff:
00:13:304 (1,2) - What's up with this close spacing?
00:14:866 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
00:32:523 (3,4,1) - After all those slower parts, this intro the the next section is nice until you get to the 1/1 rhythms where it's jarringly anti-jumps the entire way. Stop being such a tease. q: Make it more uniform in intensity.
00:36:898 (1,2,1,2) - According to your rhythmic pattern, you shouldn't be moving to 1/2 rhythms until 00:38:148 - though adding a beat at 00:35:491 - would help move things forward a bit.
00:49:241 (2) - This was unexpected. You never did these before - it felt like you were going to do your normal stack thing again like the rest of the map prior.
00:51:273 (4) - ctrl + g flows better
00:51:273 (4,1) - This overlap makes me cry
00:54:866 (1) - This speed up makes no sense musically nor does it fit with your mapping.
01:04:866 (1) - ^
01:07:991 (2) - This is unacceptable for a Hard difficulty. Make it less covered please.
01:23:929 (1,2,3) - Strange that this is the only instance that 3 circles are used
[Haku]
Tick rate 2 fits this song best.
00:00:804 (1) - Remove new combo
Why is your stack leniency so low? Stuff like 00:22:835 (1,2) - isn't stacking properly
00:24:085 (3) - Why a slider? Just use a circle
00:39:398 (4) - That whistle intended?
00:54:241 (3,1) - Eew overlap
01:01:585 (1,2) - Should be stacked
01:05:335 (2,3) - Overlap
01:17:210 (4,5) - Overlap due to stacking.
01:25:257 (1) - End this at 01:26:194 -
[Insane]
00:11:273 (3) - This feels unnecessary considering the strong emphasis in what's going on in the music. The spacing also makes it deceiving when you look at the next tiny combo (that shouldn't be a combo on it's own) Doing something more like what you did at 00:13:616 (2,1,1) - is recommended (except kill all the unnecessary new combos)
I'm not going to name off all the super-short combos. Get rid of them. They screw with the HP Drain metric.
00:38:773 (1,2) - This change in flow just breaks everything you've set up up until this part. I suggest you ctrl + g the 2 slider and adjust the pattern from there.
00:42:523 - Add a break or hit objects.
00:52:210 (1,2,3) - Random triple why?
00:57:835 (2,3) - What is this rhythm. It breaks all the other instances of this part of the music that you mapped.
01:02:210 (5,6,7) - Another random triple. There's nothing to justify this in the music.
01:05:335 (2,1) - This spacing feels way too close after all the jumps right before it.
01:12:210 (1) - This flows better ctrl + g'd
01:16:898 (3) - Here's this thing again from the intro. And all the too-short combos to go with it.