From my NoMoeQ!
[Zerss' Normal]
[Lumael's Hard]
[Blossom]
I dunno dude, the GDs are amazing, but Blossom just seems so structurelss. The wub-parts are somewhat okay,
but its nothing that I would play twice if I didnt have to. You added power on points where power shouldn't
be, and took it away on points where it was all about the power, prime examples being the drums in the wub-sea.
The flow is quite broken on a lot of parts, and the overall aesthetics of the map aren't great either.In other words:
It's messy. I tried to find the major flaws, altho I personally would suggest a remap with more structre and
attention to detail, flow, and jumpinpatterns, also the clicking-patterns in the wub-part. However, you
do what you think is right.
I wish you the best of luck.
[Zerss' Normal]
- Watch you Tags.
- Rhythmical Issues:
- 00:10:574 (2) - I suggest you remove this circle. You underlined the snare in such a way with the
previous slider, that hitting this circle shortly prior to the next snare become uncomfortable and confusing.
Not to mention that there is no background noise that would justify this circle, other than the violin, but
since its a sound that would only fit with a stream or a 1/1 slider, its nothing that would clearly indicate a
hit here. - 01:12:262 (3) - This is similar to the one above. Maybe convert (2,3) into a 1/2 slider, just
find a way to make this circle unclickable. If its the end of a slider, thats okay since the active click
wouldn't be 'off-beat' as in, without clear indication of a prominent sound. Same on 01:15:262 (5) - - 01:52:762 (2,3) - ^ // Use a 3/2 slider instead to remove the gap and to remove the unclear hit.
- 00:13:012 (5) - The violin is quite strong here. I suggest a 3/2 slider to compensate for the gap
inbetween 00:13:012 (5,6) - . This would help keep that flow and get rid of the stack. - 00:19:012 - I think it's quite unpleasant that you missed the beat here, considering that in every other
instance you mapped on drums. Whether or not that was intended or not, for consistencies
sake, I suggest you revamp the timeline a tiny bit.
- 00:10:574 (2) - I suggest you remove this circle. You underlined the snare in such a way with the
[Lumael's Hard]
- Rhythmical Issues:
- 00:29:449 (4,1) - I appreciate the thought of empathizing the piano, however, I don't
think that using 1/8 here would fit the difficulty. Sadly, the only thing it does is give you 100/50/miss.
I can't really think of a good solution, other than removing the circle and playing one on 00:29:324
to keep up the flow. - 00:31:762 - You're missing quite a prominent vocal and piano sound here, with the slider-end.
I highly suggest to use 1/1 breaks here, to empathize the music better, it would also be a fitting
moment to let the player breath with a little break. - 01:08:137 - The snare here is part of a buildup, a heavy one at that, in my opinion. I highly
suggest to add a circle here, perhaos with a small jump and start the spinner 1/2 beat later.
It would add a nice finish to this. - 01:20:699 (5,1) - I'd work with a 1/4 slider here, since the noise is more of a constant, instead
of having a seperate sound on the blue tick. This would add a nice segway onto the next hit, which would be
the following white tick (2). - 01:35:230 (5) - The scrathing-noice that this slider is supposed to reflect acctually starts on
the prior red tick 01:35:137
- 00:29:449 (4,1) - I appreciate the thought of empathizing the piano, however, I don't
- Placement Issues:
- 00:04:012 (4,5,6) - The overlap here is quite huge, considering that (3,4) is an anti-jump, this can
get really tricky and confusing to read, esspecially for players who just started playing harder difficulties.
Of course, it's not a back-breaking issue, but considerin that you do have this 1/1 gap, I'd suggest you
go and use it and space (3,4) further apart, perhaps even opening the slider-circle (4) a bit, to
remove the heavy overlap.
- 00:04:012 (4,5,6) - The overlap here is quite huge, considering that (3,4) is an anti-jump, this can
- Cosmetical Issues:
- 01:03:074 (2,2) - The overlap here is quite prominent while playing, for
aesthetical resons, I suggest you try to reduce/remove the overlap by moving
the slider-points around. - 02:13:012 (1) - I'd personally remove the NC, since it right now points more towards
a seperate SV than an actual start of a new measure. Considering that its the same vocal
progression, it dosn'T add anything.
- 01:03:074 (2,2) - The overlap here is quite prominent while playing, for
[Blossom]
- Rhythmical Issues:
- 00:33:262 (3,4) - I really suggest that for this small part from 00:33:262 to 00:33:824 you go
with the piano and use 1/2 cicles combined with increasing jumps. We hear a clear dynamical change,
which is a great oppertunity to play with jumps, as it will let the player feel into the music even better. - 00:38:512 to 00:39:824 - ^
- 00:46:012 - I highly recommend to remove the Velocity-Change here. It dosn't add anything to the feel
of the map, since it is a very minor change. I sorta understand where you wanted to go with this, however
the desired effect wasn't achieved. Right now, it's more or less a useless green line which SV change
dosn'T add anything to the music/map. Also, I suggest for the section of 00:40:012 to 00:51:637 you
stay with the same SV, since you used 65, 80 and 60, I suggest going with either 65 or 60. - 01:17:887 (2,3,4,5) - These four circles aren't part of a stream, musically. The ones mapped on 01:18:262 (6,7,8,9,10,11,12) -
are, however the ones mentioned before, are mapped on a sliding-sound in the music. I highly suggest a 1/1 slider
instead. The current rhythm feels very forced while playing, also due to the fact that a stream was
mapped without clear musical support. - 01:20:699 (4,5) - Consider converting these two into a 1/4 slider. The music dosn't really offer
good support for a tripplet, since it's more of a steady/continuous wub-sound, instead of a chopped one.
This would make the play also feel better, since the objects on screen would reflect the music. - 01:27:074 (4,5,6) - In a sea full of wub-wub, you gotta
take the oppertunity of varing sounds and latch onto them, so you don't drown in the sea of wub-wub.
In other words: If you have the variables like drums on the end of a measure, map them. Esspecially
these, since they are so strong in sound, that ignoring them seems extremely dirty while playing. This
also kills all the fun that could have come out of that jump-pattern you could have used, but didn't because
god knows why. - 01:39:074 (5,6,7,1) - ^
- 01:34:012 (1) - 1/2 slider to close the 1/1 gap. We have musical support as well for
a slider. - 01:42:074 (4,5,6,7) - Similar to the wub-wub-sea. You have a clear variation in the song here,
one with a major rhythmical change. I highly, highly suggest you go and map those blue ticks, my friend.
It would be such a great finish to the kiai's Main-part. - 01:50:887 (4,5,6) - Map on drums here. I stated earier the reasons. If you map these the right way,
they can create such a satisfying feeling within the player. With good jumps and flow-breaks, it
almost feels like you are hitting the drums yourself. Consider this:Code110,148,110512,2,0,P|96:96|104:68,1,67.5
140,20,110887,5,0,0:0:0:0:
240,212,111074,1,0,0:0:0:0:
240,212,111168,1,0,0:0:0:0:
240,212,111262,1,0,0:0:0:0:
36,124,111449,1,0,0:0:0:0:
400,180,111637,1,0,0:0:0:0:
196,352,111824,1,0,0:0:0:0: - 01:55:012 (3,1) - Please make one solid 1/1 slider here. You did this in the very beginning as well and
changed it too, you should fix this one as well for consistencie's sake alone, but also because it right now plays
and sounds off.
- 00:33:262 (3,4) - I really suggest that for this small part from 00:33:262 to 00:33:824 you go
- Placement Issues:
- 00:54:074 (4) - I highly suggest playing this on x:112 Y:124. This would greatly improve the flow here.
- 00:55:012 (2,3,4) - ^ // Hitting ctrl+g on the slider and placing the following 2 circles on the slider-end,
would improve the flow greatly as well. I personally don't see why a flow-break should occure here. - 01:33:449 (1) - Consider playing this one on x:31 y:134 and maybe opening the slider up a bit. The stack
would help get rid of this slow movement and the 1/1 gap wouldn't seem as big. This way, instead of letting the
players attention fade off, it still requires it because of having to read the anti-jump/stack.
- 00:54:074 (4) - I highly suggest playing this on x:112 Y:124. This would greatly improve the flow here.
I dunno dude, the GDs are amazing, but Blossom just seems so structurelss. The wub-parts are somewhat okay,
but its nothing that I would play twice if I didnt have to. You added power on points where power shouldn't
be, and took it away on points where it was all about the power, prime examples being the drums in the wub-sea.
The flow is quite broken on a lot of parts, and the overall aesthetics of the map aren't great either.In other words:
It's messy. I tried to find the major flaws, altho I personally would suggest a remap with more structre and
attention to detail, flow, and jumpinpatterns, also the clicking-patterns in the wub-part. However, you
do what you think is right.
I wish you the best of luck.