Naxess wrote:
Hmm, isn't it "Ni"? Maybe I'm missing some reference or something...
[list]
[Nii]
[*]yeah so as you said there's a new timing point there, which I'm indicating with the NC. I'm not sure if it's allowed not to nc them, I don't believe it is tbh
Actually, there's nothing that says it isn't allowed, so you can do whatever you want with it. If you want to keep the NC, I'd be fine with that as well, just think it's a bit odd, due to it being in the same musical group in the song.
I hear ya, but still considering it's around a 10 ms difference, I think some indication of change is warranted
[*]I get what you mean, I added a note here 00:31:024 (2) - and 00:32:661 (8) - (+ whistle) to make it consistent, what do you think?
It is more consistent like this, but... it doesn't really change that it's harder to read than the same section in the next difficulty. Prioritizing the sounds on the beats themselves up until 00:32:751 - would make the rhythm much more recognizable for a Hard.
[*]00:34:297 (6,7) - This is also better, but having a longer slider here and at 00:33:024 (2) - looks a bit questionable is what I was trying to say. There's no direct cues or anything in the song suggesting them, and it seems to lack any specific patterning in the rhythm between the two. Having them unpredictable seems really unnecessary. The next difficulty's pattern is much easier to read in comparison, so perhaps doing something similar here, but with lower spacing and shorter sliders, would be better for the difficulty spread. What do you think?
I redid this section, making it more simple and easy to play
[*]Naxess wrote:
00:38:751 - Skipping a sound this prominent is probably not a good idea. May be that players mistake it for being 00:38:933 - or similar, thus hurting the gameplay experience. Even just adding a circle here would make it much better in terms of rhythm. This applies to 00:43:115 - , 00:47:479 - , 00:51:842 - and so on as well, so make sure to check over this thoroughly.
I see you did something for these, but generally you'd want to refrain from placing circles under slider ends like at 00:38:751 (6) - . Could always make it work as a transition into the next one instead. We are dealing with a Hard, after all. Having things readable is vital for the gameplay experience in easier difficulties like this.
after looking more into it, I think it would be the best to make the first slider in these patterns end on the white tick you refer to. It is indeed more prominent than the one it currently lands on, and I'd like to put proper emphasis on it. Making a circle would make the pattern very messy and hard to play... I think this is the best solution to the problem.
[*]hmm perhaps I should just remove those alltogether and only have the colors on heiju do?
Would make more sense like that at least. Might be able to implement the colorhaxing for San instead, since it includes some of the elements reflected by the colors, for example the slower sliders, but up to you.
[San]
[*]00:38:479 (1,2,3,4) -
Spacing looks slightly unbalanced, would look neater if the circle was in the middle of these.
[*]00:42:843 (2,3,4) - tbh you could probably space these a bit more or lower the spacing of 00:38:479 (1,2,3) - in consistency with each other. Doesn't have to be exactly the same,
but at least keep the principle the same. I mean compare the spacing to something like 00:55:934 (2,3,4) - , which is the same section, for example lol
while I don't agree with the principle being relevant here, it's an insane after all, patterns dont need to have consistent spacing throughout x) however I did increase the spacing a bit. [*]00:56:479 (4,1,1,2,3,1,2,3) - That's a lot of sliders going to the left. It is possible to Ctrl+G 00:57:297 (1,2) - otherwise.
[*]02:09:297 (1,1,1) - No reason to NC all of them, just remove NC from 02:09:570 - and 02:09:842 - in consistency with 02:00:570 (1,2,3) - 01:56:206 (1,2,3) - etc. Same also goes for why 02:04:933 (1,1) - would be different.
[*]Also shouldn't 01:57:024 (4) - be NCed instead of 01:57:297 (1) - ? Look at 02:01:388 (1) - 02:05:751 (1) - , etc. Same goes for 02:10:115 (2) - .
[*]00:53:479 (1) - 02:03:297 (1) - 02:20:751 (1) - Speaking of NCs, I would agree with MokouSmoke regarding the ichi nii san parts. Generally people NC SV changes because they're unexpected, but these ones are perfectly predictable and do not differ much either way. This might be something to consider when looking through the rest of the NCs. Of course, would apply to the other difficulties, should they be done in the same way.
hmm I don't agree fully here, NC is primarily to indicate a change, not only to show something unexpected, you make a SV change for a reason, and thus it should be shown so that in this case the player doesn't think it's the exact same lenght as the previous. I'd rather have it presented than not, same goes for the initial response to the timing point NC 00:01:312 (1) - [*]02:15:297 (6) - This seems to be contradicting what you said about NCing SV changes, and in this case it's not as predictable, and it's also a new measure, so NCing it would make sense. Overall NCing seems to be all over the place around here, may want to reconsider it's usage to be more consistent.
yeah thats a miss by me[*]Continues at 02:18:842 (4) - as well, and it goes on in kiai as well, compare 02:23:115 (4) - with 01:13:297 (1) - and so on and so forth. Not going to mention this anymore, be sure to thoroughly check through the difficulties for things like this. Having combos be seemingly randomly placed would hurt more than just the visual relevance to the song. You may argue you use it for specific patterning, but if the patterns are so different that NCing them in accordance to the song would break them, then perhaps said patterns are not reflecting the song properly. Same idea goes for SV changes and all other gameplay elements, should it come down to that.
[*]00:45:297 (6,7,8,9,1) - 01:02:752 (4,5,6,1) - 01:03:843 (1,2,3,4,1) - Seems like this diamond pattern is a bit misplaced in regards to how the song sounds. It works, and it plays well too, but it's not really the best for structure and consistency. In the later section they're also streams into repeats, 01:54:842 (2,3,4,5) - 02:12:297 (2,3,4,5) - , and the other diamond pattern is now a linear stream instead 02:13:661 (2,3,4,5) - . The more you use something in conjunction with specific sounds, the less random it seems and the more recognizable it becomes, so I'd suggest you try getting the first diamond to happen at the same time as the other one would in their relative places, and then doing the same thing for the latter section. (or, you know, you could just have all of them be small streams into repeats... the diamond concept would be more interesting, though)
first paragraph fixerino[Hey Jude]
[*]01:42:024 (3,5) - Overlapping here is pretty horrible. Try moving and rotating 01:42:570 (4,5,6) -
like this, to where it's stacked under the tail of 01:42:024 (3) - .
[*]02:56:933 (1) - Would be nice if you could start these spinners consistently throughout the mapset, and not after 1/6, 1/3, 1/2 all at the same time. 1/4 would make most sense since everything else there is 1/4 snapped, but could otherwise do 1/6 for the sake of resonance. At least pick one and stick to it for all difficulties.
all fixed! thenkz