hey there, mod from my queue!
General
pretty nice flow, gj!
I'm pretty tired, so just some more general stuff about Hard -
anyway, good luck! if you have any questions, feel free to message me ingame.
General
- your hitsounds are a bit too quiet, I think. remember this is a rhythm game and hitsounds provide feedback for players of how accurate they hit objects, so consider raising your hitsound volume overall by 10-25%.
- even if you have a video, for players that have it disabled a pixelated background doesn't look good. try to find an image that has a greater size, ratio should be 4:3 (1024x768px) or 16:9 (1366x768px), otherwise it'll get resized!
- maybe you should enable epilepsy warning? not really because of the storyboard, but the flashes in the video. just to be on the safe side
- reduce AR to 3 and OD to 2, it feels like approach circles come a little too fast for E diff
- 00:22:276 (5) - move this to 188|147 for better movement/flow
- tbh the beginning is pretty boring. of course it's important in E diffs to make them understandable and easy to play etc. but if it's not interesting to play, cause the rhythm is always the same, it's no fun either. try to alternate the rhythm, for example start with a slider on the downbeat and use circles after, or introduce reverse sliders after the 3rd or 4th pattern!
- 00:52:742 (1,1) - the hitobject is too close to the spinner. beginner players need more recovery time to re-adjust their aim. atm the next objects comes in too fast, they most likely will miss it. also, the spinner is really long, it might tire players out, especially if they're not used to playing/spinning. therefore you should consider shortening the spinner and mapping the later part of it instead.
appropiate recovery time would be 1000-1500ms - 01:03:991 (2,1,2) - rhythm here is off, try a different one that sticks to the beat, not the vocals! it'll confuse beginners if you switch between mapping to beat and mapping to vocals, they won't be able to read that.
if you want to emphasize (not map to, just match beat with vocals) the vocals, try this - - 01:16:178 (2) - on a more general note, you might want to try to avoid placing sliderends on downbeats. in works in some cases, but most times it makes the impact of the downbeat go lost. that's because you don't hit a sliderend but just let go of the key you held. so, I'd suggest to alternate the rhythm here, example -
- 01:18:990 (1,2) - similar here, the rhythm is quite boring, how about
?
there are more parts like this, e.g. 01:30:239 (1,2) - , try to think of interesting rhythm/patterns yourself!
if you need help with them afterwards, message me ingame, I'll try to help out - 01:39:614 (3,4,1) - how about blanketing 4 with 1? just move 4 a bit up and basically, look here - http://puu.sh/dalm1/c91960adc7.png , looks better to me
- 02:07:736 (1,2,3,4,1,2,3,4) - too many circles in a row. beginners can't hit them that 'fast' and will miss. use sliders instead, example -
- 02:28:360 (3,4,5,6) - similar to ^, you could use a slider for 3+4
- 02:44:296 (3) - rhythm is off, remove the reverse and start 02:45:702 (1) - on the downbeat like this -
(also replaced 02:47:577 (2) - with a slider, felt better to me. you don't have to do that, ofc.)
pretty nice flow, gj!
- isn't there a 's' missing in the diffs name? iirc you only leave it out if the last letter of the word is s or x
- chck your NCing, it's pretty inconsistent and sometimes seems completely random. especially the 1-combos in the middle of the map, they don't make any sense to me. maybe you're trying to emphasize the background sounds, but you should do that with special sliders or something, not with spamming NCs. they are to provide clarity and consistency. c:
- increase HP drain to 4, it shouldn'T be the same as in Easy
- 00:19:464 (3,1) - keep DS consistent, this is unreadable for Normal players.
- 00:25:322 (2) - this feels off, cause the beat on the white tick is much louder than the ones on the red tick. how about halfing the length and adding a reverse? that emphasizes the beat better
same here - 00:38:446 (2) - - 00:41:493 (1,2) - don't let them overlap like this, it's confusing for Normal players. you can let 1 overlap with the slidertrack, tho. like this - http://puu.sh/dand4/6ee910b208.png
- 00:56:492 (1,1) - slider might be to close to the spinner. players will need slightly more recovery time, consider reducing spinner length
also, I don't feel comfortable with the slow down, it seems exaggerated. the music doesn't even get much quieter, so I'd prefer if you remove SV change here or go with 0.9 instead of 0.75
oh, and I'm not so sure about the rhythm. it follows beat at first, but then vocals and Idk. seems confusing. consider redoing this part slightly. example - - 01:06:804 - the beat'S rather loud, add a circle?
- 01:07:741 (1) - pretty long for a Normal, split it in two? end the first on 01:11:022 and start the second the downbeat after
also, make sure it does have an appropiate recovery time, atm 01:15:240 (1) - is too close, imo
speaking of 01:15:240 (1) - , it's wrongly snapped it seems. it should end on the white tick, cause of the rather dominant beat - 01:20:631 (4) - consider replacing this with two circles, that matches better with the beat, imo
- 01:38:676 (3,4) - mentioned this already, keep DS consistent! Normal players aren't at a level where they can read jumps/anti-jumps yet
- 02:00:237 (1) - hmh, I don't really like it, but if you do, keep these sliders. It's too many reverses for N diff, imo, but should be fine.. still, they get boring after 4 of them, you should think of another way to map the last ones.. (imo!) :/
btw, NC spamming really isn't necessary here. remove every second at least! - 02:24:141 (4) - should end on the red tick, there is nothing on the blue one.
- 02:46:171 (2) - stack this correctly below 02:43:359 (1) - ? stack leniency deals with the rest xD
- 02:53:436 (3,4) - overlap seems rather random, try to avoid it please.
- 03:00:232 (1,2) - basically same as ^, you should always make sure that the sliderstart is 100% visible (if not stacked below a cirlce)
- 03:11:481 (1,2) - also the same as ^, but the reverse in this case. should be 100% visible too, in lower diffs at least
I'm pretty tired, so just some more general stuff about Hard -
- increase HP drain to 6, 4 is way too low for H diff.
- avoid overlaps that are visible while playing, e.g. 00:24:619 (1,2,3) - with 00:25:791 (2) - and 00:44:540 (2) - with 00:45:008 (4) -
- same as in Easy - the beginning is really monotonous, you should try to work on alternating the rhythm or patterns (stack objects, use reverse sliders etc)
- 01:00:242 (1,2,3) - should look like
- 01:08:444 (2) - rhythm is off, reduce it's length so it ends on the downbeat and add a short slider at 01:09:850
- 02:01:174 (1) - and 02:03:049 (1) - and so on. don't spam NCs, there should be used to provide clarity. I mentioned some about this above in Normal, that applies here too!
- 03:07:732 (1,2,3) - they only slightly touch, looks off. space them at 1.2 DS to avoid that, looks better and is totally fine cause it's Hard diff
anyway, good luck! if you have any questions, feel free to message me ingame.