GeneralYou should highly consider adding some AudioLeadIn. This is to make the map start a bit later and is important mostly for the easier difficulties since the song starts so early so the approach circle is already half out right away. A lead in of 2000 should be fine but you can always consult a BN for a second opinion (This is changed manually in the .osu btw).
Added an audio lead in of 2000.00:00:473 - You don't really need this timing since it's the downbeat and you don't seem to have any notes here in any diff.
Also it seems like some of your green timings are a tick too early like 00:33:840 - which should be at 00:33:919 - for example. There's a few of these here and there (in other diffs too) so consider shifting them. In case you don't know how, move your timeline cursor over to where you want to shift your timing, go to timing and control points (F6), select the timing you want to shift in the chart and click on the big "Use current time" button. You can undo this if you accidentally shift the wrong timing.
The one-tick-early timings are there on purpose. If I put them exactly on the time when I want them to start, a slider that starts on the same time as the new timing still follows the old timing for some reason. So I put them a tick early to work around this. (if you or anyone knows of a better fix, feel free to inform me)00:07:684 - It might seem weird but in reality both the piano and the vocals always play on this note and not on 00:07:780 - . I'll still explain them in each diff.
Actually, I believe the instrument is guitar. And the guitar is playing a chord here, and since it's the intro, people often like to strum really slow in these parts. So, the player starts playing the chord from the first string on 00:07:684 and finishes on 00:07:780. As for the vocals, they do seem to start a bit earlier than the white tick, but that often happens everywhere. Vocals almost never sync exactly. The point is, I still think mapping to the downbeat is better, especially in easier diffs.Hitsound volume could definitely be used very well for this song because it has clear transitions from the quiet sections to the louder ones. I also suggest that instead of using 100% for your max volumes you consider 80%. 100% is a bit too loud and especially so when in the editor for whole sections.
Anyway regarding the hitsounds 00:14:972 - 00:33:919 - Should probably be 70-75%
00:33:919 - 00:56:340 - Shoul probably be 55-65%
00:56:656 - 01:07:708 - Should be 45% like you have in the intro since it's a quieter section
01:08:024 - 01:26:024 - Should be 80% to accentuate the kiai (just not as much as 100% lol)
Then if you wanna be cool you can add decreasing volume green timings from 01:26:182 - 01:27:603 - every white tick down to maybe 55-65% depending on what you chose for 00:33:919 - 00:56:340
01:27:603 - Also for the spinner end here on some diffs you can consider adding a green timing with the volume at 15% so it mutes the end. This is rankable btw.
And also try to keep your hitsounds consistent throughout every diff or at least as much as possible. This includes custom hitsounds etc.
Implemented most of the hitsound suggestions.Remove Countdown and letterbox during breaks from the song setup menu. Intro is too short for a countdown and there aren't any real sections of this song that look nice with the letterbox during break option on.
Alright.EasyThe biggest thing to keep in mind for an easy is that the notes are all evenly spaced and in most cases that they don't overlap unless it makes sense somehow. Since you're using .5x slider velocity here I would suggest using 1.8x distance spacing. This allows you space between 1/1 notes and makes it easier for players to read the notes by judging the spacing visually. For comparison this is what
this section looks like with
1.8x spacingI went through the map and tweaked DS, with 2.0x in the intro and 1.8x in the rest, with a couple of exceptions where it was unnecessary and to prevent overlap.This diff has good use of slider lengths in the timeline and repeats the only thing that would need to be cleaned up is the spacing to be consistent. Another thing I want to point out is on easy diffs, flow is pretty important. In this case it would be sliders and notes moving intuitively by sort of leading into each other. For example 00:15:919 (2,1) - Spacing aside, 2 points straight down but 1 goes up slightly and to the left so the flow here doesn't work very well. Consider this when adjusting spacing throughout the map.
00:00:857 - 00:09:703 - SV changes are really not recommended for an easy. The change in SV after the 2 spinners in the intro will definitely throw new players off. Also super slow super short sliders don't look all that nice. Highly suggest raising this to 1.0x throughout the song.
I changed it to 0.8 instead of 0.5. I agree that the change might throw off new players, but I still wanted some sort of distinction. I think 0.8 to 1 is not that big of a change.00:05:473 (1) - This would be better as a 1/1 slider with two repeats to compliment the piano and vocals. The 2/1 sliders work for the first section because those are notes emphasized by the vocals on every slider start however for this one the vocals don't do anything but hold on 00:06:242 - so it's better to follow the piano for now.
Good idea!00:07:780 (1) - Move the slider down to 00:07:684 - and stretch the end to 00:08:550 - So this might seem a bit weird for an easy BUT it's actually not all that hard. I say this because for one the vocals at 00:07:300 - kind of reset the rhythm as well as the piano and it's very common for newer players to try to follow the instruments as a guide along with the approach circle (actually I still do this
) also since the OD is at 2 it still counts as a 300 even if they hit a bit late.
As explained above, I think the way it is right now is better.00:12:396 (1) - For an easy it's usually recommended you leave 4 white ticks of recovery after spinners. This is because spinners are really hard lol but also, and most importantly, because otherwise the note shows up while the spinner is still in play which will cause a lot of new players to mess this up. One suggestion would be deleting that spinner and extending 00:10:088 (1) - to 00:12:396 - so it still compliments the vocals and the chord and gives players more than enough time to relocate. I don't think shortening the 2nd spinner would work because there isn't really a nice place to end it with the music.
The slider that follows is very close to the center, so chances are your cursor is already around that point when you finish spinning. What I'm trying to say is, it shouldn't be that hard, and I really want to keep this part consistent throughout the mapset.00:35:814 (3,4,5) - This would sound and play better as two 1/1 sliders with a reverse arrow like
this.
Sounds a bit better true, but I don't think it plays and looks better.00:47:182 (1) - Same note regarding spinner cooldown. This is way too short for an easy diff. An easy fix would be to delete 00:49:077 (1) - and extend the spinner to 00:49:077 - Which compliments that note and gives enough cooldown to players for the next slider.
I decided to just delete the spinner.00:54:761 (1) - Another note about spinners (lol so many) is a lot of spinners aren't that nice for easier diffs because they're so hard to play and reposition from. In this case this spinner can easily be substituted by a long slider like 00:39:603 (3) - or 00:50:972 (2) -
Well, but in this case there is a much longer break after it and I did delete the spinner earlier, so this one is good imo.00:56:656 - Insert a break here
Okay01:02:340 (3,1) - This would be better like
thiswith two 2/1 sliders instead. Also remove NC from 1.
I don't want the Easy diff to become a fest of 1/1 and 2/1 sliders, there already aren't many circles in the map, so I think this is kind of more interesting. 01:08:024 - Add kiai like in the other diffs.
Done.01:11:814 (1,2,3) - Similar to the previous suggestion, A long 2/1 slider works better than a note into a shorter 1/1 slider and another note.
This time, I agree. Nice diff overall. Good use of slider lengths for the most part. It should be really good once the distance spacing and SV changes are cleaned up and made consistent!
Thanks! NormalConsider lowering HP to 4. 5 might be too much considering the lack of density in this diff.
Also definitely consider raising AR to 5. This makes the transition from normal to hard more even.
Maybe even change OD to 5 too but that's just my personal preference :v
I'm not too knowledgable on these settings in lower diffs, so I just did all that you suggested.Also same comment about SV changes. They can happen in normals but .9x SV with .5x change is still really slow. If you REALLY wanted to add a slower slider section for this diff then I'd suggest using .65x instead of .5x for the green timings in this section and then in the later part where you use .75x use .8x instead. The change is pretty large currently which is why it's usually best to use one consistent SV for easy/normal diffs.
Another issue with changing SVs is it makes it harder to map with distance spacing on. For easy/normal even hards it's very useful to map using distance spacing and a good steady slider velocity throughout the difficulty because it makes it readable and intuitive especially for newer players. Using random spacing for these diffs makes it harder to read and follow some notes. For example 00:04:319 (5,1,2,3) - from 5 to 1 it looks more like a 2/1 jump and then from 1 to 2 it looks a like a 1/2 spacing compared to 5 -> 1. I highly suggest revising this difficulty for spacing and SV consistency. I won't point out all the spacing discrepancies here because there's a lot.
I sped up the intro SV. I tweaked DS in the whole map, hopefully it's better now.00:00:857 (1) - Unlike easy, you can map in 1/2 (even 1/4 with slider/reverses that make sense) In this case you could change 00:00:857 (1) - and 00:03:165 (4) - to 1/2 sliders and a note on the white tick to better compliment the vocals/piano.
I want to keep the intro more simple.00:07:396 - Add note. If you do add the note then you can stack it over 00:07:780 (1) - BUT you DON'T want to move this to the blue tick in this case. If you don't want to add the note then you could move the slider to the blue tick.
Done.00:07:780 (1,2) - Also another note regarding this. You should consider making these mirrored sliders. Like copy 2, paste to replace 1 then ctrl + g, ctrl + h and ctrl + j so it can blanket itself. Like
this.
Done.00:19:708 (2,3) - This is fine but mimicking 00:17:814 (2,3) - and having the slider first and then the note plays much better.
Changed.00:22:550 (1,2,3) - Since this is 190 BPM, single tapping 4 notes in a row is pretty hard. I suggest changing 1 and 2 to a 1/1 slider or even changing all 3 notes to a 1/1 slider with reverse arrow.
Changed 1 and 2 to a slider.00:29:182 (6) - This could be cool as a 2/1 slider. Same for 00:31:077 (2) -
It kind of breaks flow that way though.00:32:972 (2) - Consider adding a reverse arrow.
Again, breaks flow.00:35:498 - Add note.
Done.00:35:814 (1,2) - Having 1 as a 3/1 slider covers up a lot of the melody and beats. At most this should be a 2/1 slider. What I would suggest is changing it to a 2/1 slider and then having a 1/1 slider on 00:36:761 - and a note on 00:37:393 - like
this.
An occasional 3/1 slider makes it more interesting and still works good imo.00:47:182 (3) - This is fine too but maybe consider changing this to two 2/1 sliders, the first ending at 00:47:814 - and the next starting at 00:48:129 -
I don't like that too much.00:53:814 (2) - Also works better as a 2/1 slider to better compliment the vocals.
This compliments the vocals just as well imo and looks better.00:56:814 - Add break.
Done.01:00:445 (1,2,3,4,5) - Suggestion for a pattern here:
http://puu.sh/kxC1x/bd3a9946ad.jpg You can even change 6 in that example to 2 notes too if you want :v Shortened timeline to screenshot the pattern.
I kept the 2/1s in the beginning, but used the rest, nice suggestion.01:11:814 (1,2,3,4,5) - Another suggestion:
http://puu.sh/kxCb1/6b5a94ca5f.jpg Plays really well for a normal :3
Nice suggestion, I used it 01:16:235 (2,3,4,5) - Same comment about high BPM and single tapping. Maybe change 3,4 and 5 to a 1/1 slider/repeat like you did at 01:18:445 (3) -
Changed 3 and 4 into a slider.01:23:182 (1) - I guess this is ok but you could also consider mapping to the melody instead of the vocals. Or maybe changing this to a long slider instead.
Nah, I like the 2 spinners here HardLower AR to 7 and HP to 5.5 or even 5 too. Not hard enough to be AR8 and not enough density for that much drain.
Hard can be closer to an insane in terms of following the vocals/melody/rhythm/etc. Don't be afraid of mapping to 1/4 here. In general this diff feels sort of like a normal with more spacing. Don't be afraid to add more density by having some 1/2 notes and changing some 1/1 even some 1/2 sliders to 3/4 sliders etc.
00:00:857 (1) - This can be a 3/4 slider with a note on 00:01:627 - to follow the vocals better. Same for 00:03:165 (1) -
I want to keep the intro slower.00:05:088 (4) - Plays better as 2 notes. Holding on this big tick at 00:05:088 (4) - covers the vocals/melody so it's not so nice.
I like the slider here more.00:07:396 (1,2) - So I'm not actually too sure how you should go about this here. It definitely sounds like both of these start a blue tick earlier although it's a bit weird without reworking this pattern. I definitely suggest getting in touch with a BN so they could tell you what's the best way to go about this part.
I think it's fine as it is, but if I have the chance, I will ask a BN about it.00:20:656 (1,2) - This does not read as a 1/1 pause from 1 to 2. It reads more like if both were 3/4 sliders being positioned like this. What I suggest is deleting 2, adding a repeat to 1 and adding a note on 00:21:603 - at x:68 y:144
It can be read both ways really, and I like this one more.00:30:129 (1) - Consider stacking over 00:29:182 (6) -
Done.00:34:708 (3) - Weird slider length. Consider adding a note on 00:34:708 - and a 1/1 slider starting 00:34:866 - sort of how you did it at 00:36:445 (2,3,4) -
Done.00:46:156 - Delete the slider velocity change. Doesn't work well here. Also to refer to the next point.
I think it does :v00:45:287 (1,2,3) - Note slider doesn't really follow anything specifically. Might as well ctrl G both of these and moving the note around a bit but in general I would rework the pattern altogether for 1,2 and 3 maybe something like
this Note I moved the spinner as well but still ends on the same spot.
I changed it a bit, but didn't add all those circles, I wanted this part to be slower.00:49:077 (1,2) - This could follow the rhythm much better as well. Same goes for 00:52:866 (1,2) -
Changed it to follow rhythm better.00:56:656 - 01:00:129 - Consider mapping this. Maybe a slow, long slider section.
I like the break here though.01:00:445 (1,2,3,4,5) - Same as the previous sections. Could map more to the rhythm and vocals currently it feels a bit like a normal.
This part is meant to be easier, it's a build up.01:07:708 - Consider adding a note here maybe stacked over 01:08:024 (1) -
Done.Light InsaneConsider using AR8.5 here. Maybe even 8.5. Also raise OD to 7 and lower HP to 6. Density is much higher here but not as dense or hard enough to be AR9. As for OD and HP, OD at 7 works well for this diff in general and also like on the previosu diff HP 7 is too high for this diff.
I don't like AR8.5, so I think I'm gonna keep the AR9 here. I did change OD to 7 and HP to 6.5. This diff is definitely looking better but there's still quite a few parts that lack density.
00:47:024 - Like on the hard consider adding a note here and 00:47:182 - and then move the spinner start to 00:47:261 - (still ending on the same spot though)
Done.00:49:077 (1,2) - Same as the hard also consider following the vocals/melody more. 1/1 feels pretty boring here.
I changed the first one, kept the second one.00:53:814 (4) - Remove reverse arrow and add notes on 00:54:287 - 00:54:445 - and 00:54:603 - . Also consider notes on 00:55:235 - 00:55:550 - This section still feels a bit undermapped currently.
I changed up the section a bit00:56:814 - Also consider mapping the break.
Nah, the next part has more impact with a break imo01:06:919 (5,6) - Ctrl + g? not a good anti jump.
I think it's better like this.01:11:814 (1,2,3) - Also feels very undermapped.
Added some notes01:14:972 - ^
^InsaneDefinitely raise OD to 8. This diff is definitely high enough to reward good accuracy with higher OD.
Agreed.This diff is pretty good. Consider using this diff as kinda like a foundation for the light insane/hard since those two currently feel undermapped and they should sound sort of similar but with easier patterns and spacing.
00:00:857 (1) - Should definitely be a 3/4 slider and note.
Nah, not in the slow intro.00:06:050 (3) - Extend to the white tick.
Done.00:07:396 (4) - Move to the blue tick. Also 00:07:780 (1) - Should be moved to the blue tick but should also be changed up so its not a slider/reverse.
As explained above somewhere, I don't agree really 00:12:011 - Add a note
There is nothing in the song that the note would sync to.00:46:235 (5) - SV change still doesn't work here. Definitely should consider removing it from all diffs in which this happens.
I think it does.00:50:498 - 00:50:814 - Add notes.
That would break the rhythm00:50:972 (6) - Add NC and remove NCs from 00:51:919 (1,1,1)
Added NC, but kept the other ones too.00:54:761 (6) - Add NC and remove NCs from 00:55:708 (1,1,1) -
^00:56:814 - Should definitely map this break here.
Again, the rest of the map would have less impact.01:13:393 (1,2) - This anti jump is really unintuitive. I suggest adding a note at 01:13:550 - and then the 1/1 jumps would feel better. Also remove NC from 01:13:393 (1) - and add it on 01:13:708 (2) - instead.
I tried it but it didn't work01:24:919 - Add note maybe to overlap 01:23:814 (3) -
The empty spot is important for maintaining some sort of rhythmBit of a lengthy mod. It seems you have a good idea of what to do for the higher diffs but the easier diffs could definitely use some work. I'm sure this can be a great spread with some more mods and changes.