00:56:592 (4) - nc oke
yea i love this diff
01:03:735 (3) - consider moving it like this : sure thing
02:59:449 (3) - move it to 299|235 for making better triangle [[[Charles stuff]]]
02:59:592 (1,2,3) - well, i kinda disliked flow here, something like this will flows much better [[[Charles stuff]]]
good luck, i can't found more
01:21:163 (3,4) - These parts are almost guaranteed 100's first few tries, I think you might need to move the note away from the slider start. The 1/4 jump to the slider is probably what causes the player to assume the note needs to be hit earlier. Can't really see what you mean by the assumptions but moved it a bit anyway.
01:28:020 (3,4) - ^ Okay
01:31:163 (1,1) - I feel like these sliders are very easy to 100. Gonna see what I have to do here, after more inputs from other modders and players.
01:31:735 (1) - This slider is held a little long to be comfortable with the following jump which makes it hard to 300. You could slightly increase SV or decrease the size of the jump or possibly flip the slider horizontally. I'll see what others say about these. Considering your words in mind.
01:34:878 (3,4) - Same as earlier. mhm
03:00:878 (1) - Straighten out this slider, it's too slow to have a dent. charles stuff
I don't have a clue how this map is playable but it works. I got an S first try, just those god damn sliders. Looking at the map in editor I expected to have to mod the living shit out of this, but from a playability prospective there's not much that needs changing.
Kiai #9: Starts on 02:38:163, ends on 02:45:449That of hard_:
Kiai #9: Starts on 02:38:163, ends on 02:44:592I do not know if it is intention, explain if it is ;_;
All repeat arrows on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering the repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable. However, very short repeating sliders (e.g. 1/4 or 1/8 sliders, generally called "kick" sliders) only require the first repeat arrow to be visible (since it's nearly impossible to see any other repeats due to the short length and the cursor covering most of the visible space).00:33:449 (1,2) - Spacing between these two slider is too huge.You used to use small spacing to express 1/4 in this part,for instances,00:21:449 (2,3) and 00:30:020 (2,3) . 00:33:449 (1,2) The part that these two sliders place are still the same part with the instances I mentioned,spacing won't get such big suddenly like this as players do not feel the speed up.This spacing would confuse players to misread it as 1/2.Put it closer to keep the readability and feeling right.I did the change,I think you may probably like it:
I know you hate wall mod but I did,I apologize for this.
easy_ and hard_ are both mapped by inverness,their kiai times are supposed to be the same therefore. Probably bug, so fixed.
-There are totally 4 unsnapped slider end found by AIMod,please check it and fix. HanzeR stuff but fixed
00:27:449 (1) - I am kind of pickky sorry ;_; As we can listen,there's a 'bomb'(drum) in the background music here, it gives players a feeling of 'go straight'.Therefore, this slider cruve is too much ,you may want to do what you did on 00:20:592 (1) or 00:24:020 (1) for the sake of better feeling. I guess...
00:37:735 (1) - A minor suggestion here,I really do not get why this circle goes too far comparing the pervious circle , spacings between 00:34:306 (1,1,1,1) are supposed to be constant and straight forward in my opinion.Besides,there's almost no any sound from 00:36:128 to 00:37:628 ,I don't get why you put reflected circle therefore.If I were you,I would put them like this(you may like it): Variations in beat placements, I don't really like the way they're going constant in such a pretty long timespan (5 seconds of stagnant spacing is idk, boring and uncreative for me somehow)
00:53:878 - There is a hard drum sound stands out,but you just put a slider end on it which makes player feel uncomfortable (actually,players would perfer click on hard drum at least in my opinion)I think you may want to put a 1/2 long slider at 00:53:592 and put a circle at 00:53:878 . Reason I didn't use circle to stand out with the drum is because the drum is offbeat (it starts in 3/3) and mapping circles on it feels pretty weird :/ Same reason to similar patterns all over the map.
00:53:949 (5,6,7,8,9,10) - Yeah I understand this stream.It is quite cool but it has space to improve.As we can listen,00:53:949 (5,6) - sounds stronger than the coming notes after circle(6), therefore the spacing between (5) and (6) [or even circle(4) if you applied my pervious suggestion] is/are supposed to be bigger than that of 00:54:092 (7,8,9) .Also add new combo on 00:54:092 if you applied this suggestion for the sake of warning players about the spacing change. Nice!
01:00:592 (4,5,1) - Same as what I mentioned at 00:53:878 .The music plays a strong drum at 01:00:735 .Sound of 01:00:592 is just soft comparing with 01:00:592.What you do now make the strong drum being passive.So,would you mind to remove 01:00:592 and also add a circle at 01:00:592 and 01:00:735? Sure thing!
01:00:878 (1,1,1) - Awesome ww.It would be more awesome if you add whistle on these 3 sliders (not end nor head,but slider)
If you agreed what I said,may you please apply the same thing at 01:14:592 (1,1,1) I understand what you mean, but I wanted to utilize sliderwhistles only on drill parts in this map (such as 00:51:449 - etc).
01:05:735 (4) - If you agreed what I said of placing objects on hard drum,you may also want to change this Nah I didn't ):
01:10:306 (1) - This slider end is UNSNAPPED.It should snap on 4/8 (01:10:467) but not on 2/3.Snapping it on wrong timeline makes it unrankable. Fixed ww
01:12:592 (4) - Same as 01:00:592 , this slider place on soft sound and end on strong sound which makes player feel weird,I would rather remove it and place two notes at 01:12:592 and 01:12:735 But I've been placing these patterns all over the map and I think they'll get along with it already? Aside that, I would like to keep them the way they are :/
00:47:163 (9,10,1) - Ehhh...If it was an insane or even an extra diff,this kind of spacing is acceptable but it isn't,it is only a hard,4.0x spacing is too big for a hard.If there's a better option to place them,I think you would not space them that huge. Some players told me that these kickstreams were a good warmup before the 1/6 kiai D: I'll keep it the way it is now
03:18:020 (4,5,6,7,8,9,1) - This pattern should not appear in a hard diff for 2 reasons:
A)Readbillibty reason:It is hard to determine whether the (4,5) (6,7) (8,9) are 1/4 or 1/2 I didn't place any 1/6s (yes the kiai is in compound timing so there are no 1/4 wwww) at all in this diff so players wouldn't think that these are 1/6s, besides I made this pattern 03:10:306 (1,2,3,4,5,6) - so yeah they'll realize that
B)Movement Diffculity reason:It is hard to move like this(anti jump start from 4 till 5 and a massive jump to 6 and anti jump again...) Not really an issue I guess (at least to most playtesters I asked, average players) also I wanted to make the diff progressed harder and harder by time X)
02:26:163 (4) - Ah... pattern is too hard and also spacings between 1,2,3 and 4 are supposed to be the same,now you put 1,2,3 as same spacing with a sudden jump at 4 is unconsistenty.May you try this?: But I liked it D: I'm keeping it for now.
02:44:592 (1) - For me,this slider should end at 02:45:235 as the 'weeeeeem' sound lasts much longer and why you map this slider shape and this slider is just due to that 'weeeeem' sound.I did the change,you may want to see and apply weeeeeeem! why not
02:47:163 (5) - same as 02:26:163 (4),try this? I want to create this fun "jump-hold" experience so I decided to put the ~hold~ slider a bit farther for it B)
03:03:449 (1,2,3,4,5,6) - keep stacking in a scetion shows that you are lazzyyy..I don't know if you are,but it is not a good idea to space them like this in my opinion.Try this? If you look closely, the way I do triplets progresses along the map, easier first, harder then. I believe hitting >3 1/3 circles in a normal spacing is kinda frustrating to average players so I decided to stack it.
01:10:306 (2) - wow what did you do in an easy diff , inverness><" This slider is invisible as the while slider is covered by the pervious slider(1).You should fix it in order to get this map ranked.(Even am I think it really fits but it is really not rankable obviously)
Please also fix 02:46:306 (2) - haha sure!
02:36:020 (3,4,5) - I think it would be a good idea for hard diffs but it is the easiest diff of this mapset,anti-jump doesn't exist.Stacking them make the pattern better to read for newbie. It's not an antijump, it's a manual stacking lol
thanks nold update-does-it-matter-rar
This normal is almost perfect for me,I would just write some suggestions here.
01:04:735 (5) - It seems it is a mistake that you used soft hit clap at the end of this slider end.You may want to use normal clap ,right? actually I copied all hitsound from inverness' diff >.> ||| fixed!!!
01:14:592 (3,4) - I think normal players will not ought to read this kind of rhythm(1/3 after a slider),you may add a reverse on (3) and remove (4) for the sake of better readability. kept for now, but also remapped that part, because of inconsistency DS (0.8) from 01:14:592 (3) - to 01:15:449 (1) -
01:25:735 (1,2) - Actually,it is overmapped as a normal diff.There's no any sound at 01:26:020 so the slider should just end at 01:26:163 ah... deleted (2), and expanded (1)
02:36:735 (5,6) - Ahh I highly suggest not to stack them together if you want two reverse at (6) as if you stack them,the second reverse isn't visible enough for normal player.You may want to space them like this:
somehow I think normal player can see this clearly, since it's the same pattern as 01:00:878 (4) - so... kept for now >.>