BrosephStalin wrote:Fury (Dem 6 sters)
00:56:271 (2,3) - maybe space this out a bit more? The drugs are in full effect and I'm probably just seeing things, but every time I played this I hit (3) way too early. I guess HW wants to stack it on 00:55:683 (5) - , so yeah.
00:59:017 (8) - This was hard to see under the slider end, but like everyone is using "pro" skins that are all transparent and don't even have slider ends anyways so like I'm probably the only person affected by this one anyways. If you listened to this more closely you'd notice 00:59:017 (8) - has a same tone as 00:58:428 (5) - 's tail, I guess that's why she stacked the note under the tail.
Okay, so I understand the whole copy paste thing to maintain consistency throughout the diffs, but at least try to make it less obvious or move the sliders/circles a couple of pixels so I'm not playing the same exact pattern 4 times in a row.
01:55:781 (2,3) - Again I'm still tripping balls right now, but maybe space out (3) a bit more so it doesn't look like one continuous stream of 1/4 notes? The whole kiai parts work in this way, I have no idea why you pointed this out specifically.
Well, that's all I really have to say about this mapset as is I guess. Sorry for the short mod and bad formatting, but I really need to go to sleep now ;-;
@Zare: pretty much all the maps that have split streams work like that, it's not like it's the only map that has this problem.
Reditum wrote:The hardest diff:
00:52:154 (2,3,4,5) - So it's kind of weird how im supposed to be following a really calm sort of music effect and the first thing that happens is that I'm doing a huge backwards jump. That's no good. Don't forget its just a 153bpm song, 1/2 notes at this rate aren't even "huge jumps" at all.
00:55:193 (2,3,4) - I guess I can hear the thing you're following but honestly if I have to listen that close to hear what a map is doing then it's not worth mapping. gh what, every layer of a song is worth mapping, as long as the mapper wants to.
01:01:958 (7) - whistle? According to how HW hitsounded the part here, no.
01:07:056 (1,2,1,2,1,2,1,2) - This could be such a cool brushing effect but the 3rd one needs to be CTRL +G'd like I know what youre going for but it plays terribly because there's no reason to have a break in calm flow at that point. Apparently 01:07:350 (1,2,1,2,1,2) - these have the same direction because they have a same tone.
01:11:370 (1) - clap? Same as above.
01:14:899 - you sly ass motherfucker like the weirdest thing is that it kind of works actually.
01:38:036 (1,2,3) - multiple claps in a row never sound good. Even irl. I just tried it. Don't do it. Sound good to me.
01:39:114 (4,5) - It's like your smothering your first child for sleeping with your wife.
01:44:213 (7) - Now you're smothering the second child. Don't do that.
01:55:488 (2) - Would prefer this to be part of a triangle rather than a jerky jump.
01:56:860 (1,2,3) - Like I guess I can't say anything because I don't actually play the game but like I'm 95% certain this jump is a little large. If you look at it more closely you'd notice it's the same as 01:44:311 (1,2,3) - .
02:01:958 - http://puu.sh/k0ZUS/c4e3e164fd.jpg . Like aaaa. I'm a huge advocate for high SVs but at this point it doesn't really work since it just makes the map look outdated in a negative way, and you often times run out of space to make relevant sliders so there's lots of icky overlapping That's kinda subjective here. I don't really see how using high SV is considered "outdated" at all.
02:20:781 - Refer to DiamondCrash for how to handle this section. It's weird slowing down the SV here, especially if the drums really do nothing different. "especially if the drums really do nothing different." w-what? Like, do you even have any idea what you're talking about. The drums apparently stop here.
02:27:056 (1) - nice hitsound bro. But honestly I'd just make this a storyboarded sound (Although I don't know if that's still rankable so uhhhhh. But if it is, do that instead.)