also i think ar9.2 or 9.3 would fit better the top diff
thanksIceKalt wrote:
o/ oki here we go~
[Topdiff]
- 00:10:321 (1,2,3,4) - it would be pretty nice if you could make them a bit more special to the previous jumps (00:08:365 (1,2,3,4,5,6,1,2,3,4) - ) since the overall intensity is pretyy high compared increased spacing a little
- 00:12:604 (6,7) - its a bit wierd that you stack the (7) directly under the tail but you only do it here, maybe change it to theese like here fixed 00:17:821 (6,7) - etc
- 00:24:995 (4,6) - nazi blanket mod~ fixed
ok now my main concern with the map is coming up now - you have like a pretty clockwise heavy prefer in you movement and from time to time its gameplay wise pretty boring, for example 00:31:843 - to 00:44:886 -
02:31:843 - here its like the same where you have one pretty obvious direction the whole section (cw) tho in comperison with 02:21:408 - you change the direction multiple time, like even near to every mesure, so the movement balance/consistency is pretty wierd. i understand what you mean, but i don't think it's much of an issue
- 01:38:202 (4,1) - maybe stack them directly under it to show the stop in the music (stop in music -> stop in motion) fixed, i did it for the next kiai as well
- 01:59:234 (1,2) - imo you should space them more out to see that they are really 1/2 gaps since the spacing of them is even smaller than for example this: 01:54:343 (2,3) - etc 01:49:288 (4) - fixed spacing
idk but to me you visual spacing for the whole 1/1s in your diff is kinda wierd since spacing wise they are compleatly the same, try to differ them more from the 1/2~
- 01:48:636 (6,1) - the spacing is too low since (1) is a downbeat fixed
i think i stop here since the map in itself is pretty solid but like the things im noticing are repeting themselfs
i hope you can do something with it (and i hope i wasnt too subjective~)
bye o/
fixed all the stacks, thanksLulu- wrote:
cleaning some nazi inconsistencies in top diff up before this hits ranked
00:10:647 (3) - you should unstack this from 00:09:832 (2) - considering you're intentionally not stacking 00:10:321 (1,2) -
00:39:343 (8) - same thing above
00:45:702 (4,1) - broken stack
02:23:691 (8,2,4) - broken stack
02:32:495 (3,5,8) - broken stack
02:35:104 (3,6) - broken stack
03:25:810 (3,2) - should stack this if you're stacking the rest of the combo
04:29:886 (3,1) - broken stack
man 2015 me would've shat bricks if he saw this happening lmao
https://osu.ppy.sh/ss/10637593Namki wrote:
the last recheck
top diff
01:45:865 (6,7,1) - imo that sound here 01:46:191 - sound more prominent and thus should have bigger spacing on it but you have vice versa 01:45:865 (6,7) - that jump bigger, consider chanhing stuff.
call me back and I'll bubble!
Hobbes2 wrote:
This is a dream. It’s time to wake up, sorry
monkaSHobbes2 wrote:
This is a dream. It’s time to wake up, sorry
I understand what you mean about the spread. I will probably go with option 2 and turn advanced into a hard.osuskrub wrote:
Hi,
I don't think the spread is acceptable and balanced. Mainly due to the huge gap between advanced and hard.
My biggest issue is the kiai rhythms. The advanced has a mix of 1/2 and 1/1 while the hard is almost entirely 1/2 spam with almost no breaks in it. This makes the hard play more like an insane, and the advanced has more normal-esque rhythm to it.
Example: at around 02:09:506 -
Advanced:
Hard:
This is probably the most jarring example, the advanced uses rhythm that you would use in a normal. The hard rhythm in general is so dense and doesn't allow the player to breathe that much.
01:08:854 (3) - and 01:10:158 (3) - don't need to be 1/2, you should just try and map only the dudududu sounds
02:10:973 - from here until the end of the kiai has so much unnecessary filler, you can pretty much delete 02:11:462 (2) - 02:12:441 (1) - 02:14:071 (2) - and follow the synth more closely because otherwise your rhythm is just mindless 1/2 spam that doesn't belong in a hard. |
02:18:799 (1,2,3,1,2,3,1,2,3) - this is like a hard players worst nightmare here, 02:19:125 (3,1) - this jump is way too big. while it might not seem so difficult because there's a slider on each 3 the jump from each 3-1 is difficult and can be failed fairly easily by a hard player.
just in general, there's too much 1/2 in the map, you could really just put some 1/2 reverses or even make some of the rhythms 1/1 to make it easier and more playable for hard players. right now your hard is a light insane, and your advanced is more like a normal. making the gap from advanced to hard extremely big.
How to remedy this:
1. Nerf the hard so it doesn't have so much filler in it, and try and put some breaks so the players don't get so tired from the high rhythm density. (this may have spread problems because of how much harder the insane is)
2. Turn hard into light insane, and make the advanced a hard. The advanced is more like a normal in the sense of rhythm, I have seen normals with similar rhythms go through. Instead of making it more like a normal you could make a hard that's around 2.8-3.3* and have a nice spread. This is more work, but it gets you a nice spread imo.
I hope you can give me a good and honest response and not try to reject everything for the purpose of escaping to ranked. I would like to see this spread improved before this gets ranked and I honestly think that you could do better.
I apologize in advance if any of my words are hurtful or disruptive. I have no intention to purposefully dq your map. Thank you for your time.
I pretty sure the spacing issue was brought up once. I'll fix it when remapping.pkhg wrote:
the only issue i have with advanced is using different spacing for 1/2s
02:03:799 (3,4,5) - spacing is the same for 1/1 and 1/2s here
02:05:756 (1,2,3) - different spacing for same gaps
also this 02:28:582 (5,1) - 02:54:669 (4,1,2,3) - those overlaps too tricky for this difficulty
these arent the only ones but you get what i mean
the realkobolddragon wrote:
Is this disqualified mapper Cyllinus?