Hi there! mod from my queue ~
aah, it's always so exciting to hear Pokémon in another language..! >w<General- the background image you use is copyrighted.
even if most people don't care about it, you should at least keep the signature on the picture. don't just cut it off, that's common sense.
then again, it might be better to just use an image ripped from the anime, nobody's going to hunt you down for that. - you're using D:C1 hitsounds, but there are no drum-hitsounds in your song folder. it doesn't make any difference but just to have it correct, please change to standard drum hitsounds
I read another mod and the normal-hitclap does not apply to drum hitsounds. - one thing which applies to all your difficulties: try to use more of playfield, most times your stuck on the center of it, which is really boring after a while. you can use the whole playfield, try to keep that in mind when you fix some patterns, I promise the map will have a more vivid feeling afterwards!
Easygood work on using DS, people barely do so it's a good thing you did! :3
- I know this sounds rude to you now, but I'd prefer if you use a higher distance snap.
around ~1.2 looks far better than 1.0. The way it is now the objects look really crowded and squashed, cause there is barely any distance between them. because of your mapping style the effect is even more visible. and another thing is - the song's 140bpm+, which is not exetremely high, but high still and with the adventurous feeling the song provides, low movement speed just doesn't match it. take a look at the first pattern -just by looking at it you can notice a difference in the feeling you get when playing. the second one looks far more dynamic and "alive". - matches better with the song, really. just try it out and if you like it, you don't even have to remap the difficulty, just change the distance in each pattern and you're good to go! - 00:00:235 (1,2) - the flow here is not good. I'm not saying it's bad and the pattern definitely looks nice, but the movement is too abrupt, it doesn't match the music. you have this pattern at some other parts, but it doesn't always work out. here for example, it's the "prelude" to the song, so it feels more natural if you place the first slider like this instead:
- 00:01:062 (2,3,4) - movement here is so-so as well. you get this zig-zag movement, I'd prefer a smoother one here.
you can either ctrl+g 4, but you'd have to change the follow up then, or you can place 3 at 48|94. it's a different pattern but it works similar to yours, while it moves smoother. - 00:04:786 (3,1) - this matches with the beat, it's not readable for absolute beginner players tho. (talking about the red/white tick change)
it feels confusing and off for them, so they'll hit 1 too early. you can avoid that by adding a circle at 00:05:821 - 00:06:235 (1) - mmh, the shape could be improved. try to make the slidertrack clearly visiblethis also helps you to get more movement into your map
- 00:08:097 (3,4,1) - another red/white tick change you should avoid. besides, 3+4 are mapped to the same sound you can hear at 00:08:924, why do you ignore it here? that's confusing.
if you change that it might conflict with the following pattern, but maybe it's better to stick to one beat anyway. at least that's the most natural thing to do, you have the "base" of the song which you map to, how should beginner players know that some objects are mapped to other sounds in the song? or maybe the vocals. they can't know that at their level of play. it's still up to you what you map, but please keep in mind, that a diff gets less fun to play if it's not understandable. (and before there are people who say "they might be beginner players, but they're not stupid" - (and I've heard that by a lot by now) no, they are not stupid, they just do what's the most logical thing to do: not randomly jump between all kinds of different sounds in a song.) - 00:13:270 (1) - this is what I meant with mapping to vocals. stick to the beat to make it readable. example:
- 00:20:097 (1,2) - ^ red/white tick change, similar to above
- 00:25:476 (3,4) - ^ movement here, maybe try something like this(use the whole space c: !)
- 00:32:510 (4) - the repeat doesn't fit very well. the sound on the reverse is just one you add to the music, so a normal slider works better here. alternative:
- 00:39:131 (3) - ^ similar, just use a normal slider or two circles instead
- 00:58:579 (1) - this is the "final" of the intro, imo it should look different than the pattern before, it's really monotonous this way. example:
hi, wall of text.. sorry! I didn't intend to write that much, but I guess explaining is better than just telling you to change this and that. xD
Normalthis looks far better than Easy, to be honest. it feels more natural to play and you use various patterns to make it look more interesting.
just some minor suggestions:
- 00:14:510 - add a circle here? I guess tick changes in Normal are acceptable, but the same beat you fous with 00:14:097 (2) - is there. (and if you mapped this matching with the vocals - they start at 00:14:510, too!)
- 00:16:166 (4) - sliderends usually have the least impact on play, so having the slider end on the strong beat here might be not the ideal thing. move the slider one tick back, maybe? to 00:15:959 and add a circle on the white tick (the one where the slider ends atm)
- 00:19:683 (5,1) - refine the shape so they create a proper circle?
- 00:26:717 (1) - ctrl+g and you improve the movement by at least 9000.
- 00:31:269 (2) - hmh, reverse fits so-so, imo. you could try sth like this maybe
- 00:39:338 (4,1) - the shapes don't match each other well, I bet you can think of better ones!
- 00:53:200 (1) - cutting it short:
Hard- decrease OD, you should aim for a balanced spread, atm the spread in OD is 3/4/7/8. :c
- not sure about HP, either. of yourse all of this depends on the mapping style as well, so that's totally up to you
- 00:26:614 (2) - the beat here's barely audiable, I'd remove it. it's totally fine for Hard diff, but to me it sounds better without this circle.
similar - 00:36:545 (4) - - 00:28:062 (1) - consider replacing this or at least decrease the length so you can map the part with the "Pokémon" vocals.
- 00:33:338 (1) - ctrl+g? zig-zag movement doesn't match the music, imo
- 00:44:097 (2) - this overlaps with 00:43:062 (5) - , just move it a bit to the top/right and it's all fine
InsaneI can't really play Insane, therefore I'm not good at modding these diffs but some general things -
the diff seems to be much less structured than the others. you could stick to one or two patterns for jumps to avoid that. you use star pattern atm (00:01:890 (8,1,2,3,4) - ), olypmic-polygon-something (00:13:476 (1,2,3,1,2,3,1) - ), a wave (00:26:717 (3,4,5,1,2,3,1) - ) .. and others, dunno what they are called, eg 00:53:200 (1,2,3,1,2,3,4) - . it's good to have variety in a diff. but don't overdo it, please. >w<
it's really jump-heavy and the patterns don't connect to each other, which is something you definitely can improve.
also I noticed a few triplets that feel random. the feeling I get is "I don't know what to do here. but this is Insane so some circles are fine.",
I am not saying that's what you actually did! but that's how it feels like. might be just me, though!
anyway, that's all. hope I could help you somehow. :3
if you have any questions, feel free to ask ingame!
the best of luck to you ~
*squee*