nao - Dimension tripper!!!!

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Yuii-
walao's diff asks for an update.

[Doy a'dsk]

  1. 00:32:644 - 00:33:919 - ignoring these beats when you are mapping the same musical rhythm on 00:29:137 - and 00:34:238 - . if you are mapping the vocals only then you should ignore 00:32:962 (2) - as well. this part sounds really bad with only those 2 sliders, there's a huge difference if they are not mapped.


good diff, just don't ignore those things, please.

[Normakls]

  1. 00:05:864 (5,1) - 00:08:414 (5,1) - you wanna stack them, they play better and require less movement, that in normal is usually a good idea! actually take a look at every dense part that their circles are not stacked with the following slider, plays smoother and better.
  2. 00:43:961 (5) - i don't think that clap is intentional, i'd also go with the slider with repeater here, adding variation is okay, but you are not using too many circle+slider stacked in the beginning of a rhythm. like 00:48:265 (3) - .
  3. 00:50:656 (3,4,5) - imo, this rhythm could be improved, what about replacing (3,4) for a slider? it'll follow that "bell" sound from the background, pretty cool B)
  4. 01:08:032 (3,4,5,6,7,1,2) - this part is way too dense, almost from an advanced difficulty instead of a normal, the density of this difficulty compared to the easy is actually pretty huge. removing 01:09:626 (7) - would fix the problem a bit and will also make 01:09:785 (1) - /feel/ better, as you want to distinguish that finish hitsound from the others.
  5. 01:13:611 (4,5,6,7,1,2) - same here, as well... and also check those stackss ss.


take a look at those stacks, diff is okayish.

[Hard]

  1. 00:06:501 (2) - 00:10:486 (6) - want to do the curve to the opposite side, leaving this like that would cause the player to actually think the next object is going to be below instead.
  2. 00:07:936 (6) - amm this sounds quite bad, actually, want to do some nice triplets instead.
  3. 00:15:747 (1,2,3,1) - dunno what you think about this, but imo it's the really forced movement. yea, yes, the square, but you can try something different and less-forced
  4. 00:27:702 (4) - i thought you were nc'ing this.
  5. 00:28:340 (5) - this sounds cool, actually.
  6. 00:48:744 (5,6) - this jump... looks pretty neat, but i don't agree that you are using the same distance for a clap and a finish... like 00:47:787 (3,4,5) - and then 00:48:744 (5,6) - ermmm reduce it.
  7. 00:50:656 (5) - finishh hh h
  8. 00:49:541 - for some reason, the distance of all the objects is bigger here and we are still not in the kiai. yes, it is a bit intense, but i don't consider it worth start increasing the spacing here, keep it on 1.3.
  9. 00:54:004 (6) - dunno hitsoudns aa.
  10. 01:06:916 (6,1) - bad flow eh


[Gear's Insane]

hello watch out for the random spacing hi
random jumps in the beginning a ay ay

  1. 00:01:082 - this is already an insane, you could use lower SV for this section, it's slower, keep it calm and don't spam random jumps like 00:02:038 (4,1) - or 00:02:994 (4,5) - there's nothing in the song
  2. 00:09:371 (3,4,1) - woah circular flow what :(
  3. 00:43:483 (2,3) - i can't believe you are stacking these when they should be both emphasised and not 00:44:758 (2,3) - where in (3) there's a low snare augaip
  4. 00:59:105 (1,2) - you should stack these now


i actually liked this difficulty... just fix some things and it'd be cooler B)

[walaos]

  1. 00:22:282 (5,6) - hmm
  2. 00:31:528 (5,1) - hm 00:29:934 (4,5) - keep it clean, consistency 00:35:035 (4,5) -
  3. 00:41:570 (5,6) - anti-jump? why here and not 00:41:252 (3,4) - ? it's the same rhythm but repeated.
  4. 00:50:656 (1,2,3,4,1) - the shapes what


will be honest and short cause time, i didn't like this difficulty. isn't bad huh, don't misunderstand me. it's just that you don't respect the consistency and some angles feel quite sharp and for that reason it may have some weird flow/transition.

----------------

sorry for the super short mod, I don't have enough time, but I think this looks pretty cool aye aye!jhgjgh
Topic Starter
Sc4v4ng3r
Will reply after I get back~

Yuii- wrote:

walao's diff asks for an update. Yea, my internet didn't allow me to do it yesturday :c

[Normakls]

  1. 00:05:864 (5,1) - 00:08:414 (5,1) - you wanna stack them, they play better and require less movement, that in normal is usually a good idea! actually take a look at every dense part that their circles are not stacked with the following slider, plays smoother and better. For the ones that you've selected, I'm not going to change them, as they have a strong instrument with them - to emphasize them I made them unstacked, since I can't make a jump :/ But yea, applied that to some other parts to reflect that.
  2. 00:43:961 (5) - i don't think that clap is intentional, i'd also go with the slider with repeater here, adding variation is okay, but you are not using too many circle+slider stacked in the beginning of a rhythm. like 00:48:265 (3) - . There is like this snare drumroll here, so I had to make most of them clickable to make sense, and that is exactly why there is claps there
  3. 00:50:656 (3,4,5) - imo, this rhythm could be improved, what about replacing (3,4) for a slider? it'll follow that "bell" sound from the background, pretty cool B) Nah I feel that using circles emphasizes the bell correctly, and this also emphasizes the prominent snare in the background, so I made all of them clickable.
  4. 01:08:032 (3,4,5,6,7,1,2) - this part is way too dense, almost from an advanced difficulty instead of a normal, the density of this difficulty compared to the easy is actually pretty huge. removing 01:09:626 (7) - would fix the problem a bit and will also make 01:09:785 (1) - /feel/ better, as you want to distinguish that finish hitsound from the others. So many people asked me to fix this, and so, applied.
  5. 01:13:611 (4,5,6,7,1,2) - same here, as well... and also check those stackss ss. Fixed here as well.


take a look at those stacks, diff is okayish. <3

[Hard]

  1. 00:06:501 (2) - 00:10:486 (6) - want to do the curve to the opposite side, leaving this like that would cause the player to actually think the next object is going to be below instead. This kind of flow is pretty common in Hard(maybe not, idk), and besides the AR is a bit... low enough for players to read the next object.
  2. 00:07:936 (6) - amm this sounds quite bad, actually, want to do some nice triplets instead. BPM of 188 is way too fast for a triplet in Hard ;-;
  3. 00:15:747 (1,2,3,1) - dunno what you think about this, but imo it's the really forced movement. yea, yes, the square, but you can try something different and less-forced Ahh fine, but I couldn't really think of anything better ;-; Made a double triangle instead...
  4. 00:27:702 (4) - i thought you were nc'ing this. Lol opps :x
  5. 00:28:340 (5) - this sounds cool, actually. :D
  6. 00:48:744 (5,6) - this jump... looks pretty neat, but i don't agree that you are using the same distance for a clap and a finish... like 00:47:787 (3,4,5) - and then 00:48:744 (5,6) - ermmm reduce it. It is for the cleaner pattern really, and keeping the same distance does make the players lesser confused... how do I explain this better.
  7. 00:50:656 (5) - finishh hh h Following the same hitsounding pattern like Normal.
  8. 00:49:541 - for some reason, the distance of all the objects is bigger here and we are still not in the kiai. yes, it is a bit intense, but i don't consider it worth start increasing the spacing here, keep it on 1.3. Ehh why not :c It is emphasizing on the strong snares, vocals & beats in the background which is certainly worth to emphasize using a jump.
  9. 00:54:004 (6) - dunno hitsoudns aa. Lol everything's fine here
  10. 01:06:916 (6,1) - bad flow eh I really feel that following the flow here is a bit bad IMO...


----------------

sorry for the super short mod, I don't have enough time, but I think this looks pretty cool aye aye!jhgjgh Yea don't worry this is already plentiful :D
Thanks for the mod! Updated finally.
Doyak

Yuii- wrote:

[Doy a'dsk]

  1. 00:32:644 - 00:33:919 - ignoring these beats when you are mapping the same musical rhythm on 00:29:137 - and 00:34:238 - . if you are mapping the vocals only then you should ignore 00:32:962 (2) - as well. this part sounds really bad with only those 2 sliders, there's a huge difference if they are not mapped. I got what you mean, but I want to keep this. Even though I'm not mapping 'exactly' to the vocals there, the notes 'beside' them represent the amount of sounds that part has. That means, the music has different intensity when they have vocal on it than when they have not. So it's better to put less number of notes there as well. This is an Easy diff, having some 2 beat gap doesn't feel very strange as well.


good diff, just don't ignore those things, please.
Thanks for your mod!
Gear

Yuii- wrote:

Gear's Insane

hello watch out for the random spacing hi
random jumps in the beginning a ay ay

00:01:082 - this is already an insane, you could use lower SV for this section, it's slower, keep it calm and don't spam random jumps like 00:02:038 (4,1) - or 00:02:994 (4,5) - there's nothing in the song idk, i kind of want to keep the SV, it feels nice, I used lower spacing for this part instead of having slower SV so i think that could be fine, i will consider making it lower tho. Also removed the first jump (4,1) but I think the jump between with (4,5) is fine
00:09:371 (3,4,1) - woah circular flow what :(me likey <:
00:43:483 (2,3) - i can't believe you are stacking these when they should be both emphasised and not 00:44:758 (2,3) - where in (3) there's a low snare augaip ok i do dat
00:59:105 (1,2) - you should stack these now i should stack these now

i actually liked this difficulty... just fix some things and it'd be cooler B)
thank Youu-

osu file format v14

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[Metadata]
Title:Dimension tripper!!!! (PV Ver.)
TitleUnicode:Dimension tripper!!!! (PV Ver.)
Artist:nao
ArtistUnicode:nao
Creator:[Sc4v4ng3r]
Version:Gear's Insane
Source:超次元ゲイム ネプテューヌ
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Topic Starter
Sc4v4ng3r
Updated.
walaowey

Yuii- wrote:

walao's diff asks for an update.

[walaos]

  1. 00:22:282 (5,6) - hmm ?? , u mean the spacing? .. I'm trying to emphasize the strong beat here,
  2. 00:31:528 (5,1) - there's a stronger sound here, so i add a jump LOL hm 00:29:934 (4,5) - keep it clean, consistency 00:35:035 (4,5) - lol wut? , this thing is so far away and i dont even know its not stacking ._.
  3. 00:41:570 (5,6) - anti-jump? why here and not 00:41:252 (3,4) - ? it's the same rhythm but repeated. idk how to explain it , but i prefer current pattern though, its like building the jump from big>small>then big again for the downbeat .. but i want to get more opinion first, if there are more people who dont like this, i'll change it
  4. 00:50:656 (1,2,3,4,1) - the shapes what lol is the shape not nice? xD ,I dont really make patterns in my map and this is the first time lol.


will be honest and short cause time, i didn't like this difficulty. isn't bad huh, don't misunderstand me. it's just that you don't respect the consistency and some angles feel quite sharp and for that reason it may have some weird flow/transition. well everybody have their point of view xD , I respect your mod though :3

----------------

sorry for the super short mod, I don't have enough time, but I think this looks pretty cool aye aye!jhgjgh
Thanks for the mod xD
Gear
fixed something in my difficulty = =

osu file format v14

[General]
AudioFilename: Neptune~.mp3
AudioLeadIn: 0
PreviewTime: 59025
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.2

[Metadata]
Title:Dimension tripper!!!! (PV Ver.)
TitleUnicode:Dimension tripper!!!! (PV Ver.)
Artist:nao
ArtistUnicode:nao
Creator:[Sc4v4ng3r]
Version:Gear's Insane
Source:超次元ゲイム ネプテューヌ
Tags:Hyperdimension Neptunia: The Animation Neptune Noire Blanc Vert Purple_Heart Black_Heart White_Heart Green_Heart Compile_Heart OP tv size Doyak Gear walaowey
BeatmapID:796506
BeatmapSetID:359479

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8.7
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"moe BG.jpg",0,0
Video,-289,"video1.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1082,318.809776833156,4,2,1,45,1,0
6023,-100,4,2,1,60,0,0
29137,-100,4,2,1,45,0,0
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Combo2 : 255,89,255
Combo3 : 0,0,98
Combo4 : 202,101,0

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90,224,76321,6,0,P|99:262|125:292,1,80,10|0,0:0|0:0,0:0:0:0:
40,164,76639,2,0,P|17:196|15:236,1,80,8|0,0:0|0:0,0:0:0:0:
203,155,76958,2,0,P|195:194|169:224,1,80,10|0,0:0|0:0,0:0:0:0:
256,96,77276,2,0,P|279:128|281:168,1,80,8|0,0:0|0:0,0:0:0:0:
212,304,77596,6,0,P|192:307|172:304,3,40,10|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
140,284,77915,2,0,P|127:268|119:249,3,40,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
108,212,78233,2,0,P|110:172|126:135,1,80,8|0,0:0|0:0,0:0:0:0:
156,108,78472,1,0,0:0:0:0:
156,108,78551,1,0,0:0:0:0:
224,204,78712,5,6,0:0:0:0:
88,200,79509,1,0,0:0:0:0:
88,200,79668,1,0,0:0:0:0:
88,200,79987,6,0,P|93:276|158:320,1,160,6|0,0:0|0:0,0:0:0:0:
235,211,80465,2,0,P|195:211|163:234,1,80,8|0,0:0|0:0,0:0:0:0:
300,163,80784,2,0,P|271:135|232:129,1,80
138,149,81103,1,8,0:0:0:0:
138,149,81262,1,0,0:0:0:0:
249,259,81422,6,0,L|305:315,2,80,2|0|8,0:0|0:0|0:0,0:0:0:0:
212,348,81900,1,0,0:0:0:0:
212,348,81979,1,0,0:0:0:0:
212,348,82059,2,0,B|184:364|184:364|137:364,1,80
40,364,82378,1,8,0:0:0:0:
168,274,82537,6,0,P|204:205|182:130,1,160,6|0,0:0|0:0,0:0:0:0:
38,179,83016,2,0,P|76:193|116:196,1,80,8|0,0:0|0:0,0:0:0:0:
136,60,83334,2,0,P|98:45|58:42,1,80
182,130,83653,2,0,P|212:104|235:71,1,80,8|0,0:0|0:0,0:0:0:0:
304,184,83972,6,0,L|324:261,1,80,2|0,0:0|0:0,0:0:0:0:
332,356,84291,1,8,0:0:0:0:
220,272,84450,1,0,0:0:0:0:
220,272,84530,1,0,0:0:0:0:
220,272,84610,1,8,0:0:0:0:
112,368,84769,1,8,0:0:0:0:
84,228,84928,1,8,0:0:0:0:
188,348,85088,6,0,P|264:346|302:280,1,160,6|8,0:0|0:0,0:0:0:0:
287,155,85566,2,0,P|258:129|220:117,1,80
212,212,85885,2,0,P|172:213|137:232,2,80,8|0|0,0:0|0:0|0:0,0:0:0:0:
300,252,86363,1,0,0:0:0:0:
300,252,86443,1,0,0:0:0:0:
300,252,86523,6,0,L|372:286,1,80,2|0,0:0|0:0,0:0:0:0:
420,204,86841,2,0,L|393:127,1,80,8|0,0:0|0:0,0:0:0:0:
328,56,87160,1,8,0:0:0:0:
256,176,87320,1,8,0:0:0:0:
168,68,87479,1,8,0:0:0:0:
152,216,87638,6,0,P|201:276|278:288,1,160,6|0,0:0|0:0,0:0:0:0:
348,196,88117,2,0,L|379:269,1,80
467,118,88435,2,0,L|436:192,2,80,8|0|0,0:0|0:0|0:0,0:0:0:0:
364,24,88914,6,0,P|286:27|237:88,1,160,2|8,0:0|0:0,0:0:0:0:
204,272,89392,1,8,0:0:0:0:
332,176,89551,1,8,0:0:0:0:
180,176,89711,1,8,0:0:0:0:
308,272,89870,1,8,0:0:0:0:
256,104,90029,5,0,0:0:0:0:
239,92,90108,1,0,0:0:0:0:
222,81,90188,1,0,0:0:0:0:
206,70,90268,1,0,0:0:0:0:
189,59,90348,22,0,P|153:44|113:39,1,80,10|0,0:0|0:0,0:0:0:0:
18,56,90667,1,0,0:0:0:0:
126,124,90826,2,0,P|89:139|57:163,1,80,10|0,0:0|0:0,0:0:0:0:
1,242,91145,1,0,0:0:0:0:
66,312,91305,1,10,0:0:0:0:
126,236,91464,22,0,B|46:132|126:28|126:28|294:236|294:236|374:132|294:28,1,720,6|0,0:0|0:0,0:0:0:0:

also, shouldn't the source have "THE ANIMATION" in the end? just making sure cause screw metadata
-> http://nep-anime.tv/
Topic Starter
Sc4v4ng3r
Updated, and yea, I guess so. Just added it in cause screw metadata
Doyak
If you're not confident on metadata I suggest you to ask some metadata-experts like IamKwaN or Lanturn etc.
Topic Starter
Sc4v4ng3r

Doyak wrote:

If you're not confident on metadata I suggest you to ask some metadata-experts like IamKwaN or Lanturn etc.
Lol I didn't think of that x.x I've asked KwaN for this matter, we'll get the answer soon enough, I guess.

EDIT : Checked on the title as well as the source, the source should be without 'THE ANIMATION' like he said here :

IamKwaN wrote:

Hi again,

'THE ANIMATION' isn't needed from my perspective because of the following sites:
http://puu.sh/lwZRA/d023614b81.jpg from http://davidproduction.jp/works/work10.html
http://puu.sh/lwZT1/73753ac168.png from http://nep-anime.tv/

Even though the logo has the wordings, all of the names used by the official excludes those words.
Hope it helps!
And the title doesn't have a prefix onto it as he said here :

IamKwaN wrote:

Hi, I actually can't find any official sources which provide proof about prefixes (no matter PV Ver. or TV Size). Where did you find that?

Good luck with your map!

References:
https://www.youtube.com/watch?v=I5pr07LwxYY
http://5pb.jp/records/release/detail/de ... =FVCG-1256
http://5pb.jp/records/release/detail/de ... =FVCG-1255
http://nep-anime.tv/products.html#cdnews01
So I guess I am going to remove (PV ver.), as well as 'THE ANIMATION' and move them into the tags.
Just waiting for Rizia's recheck now~
Rizia
let me know after check tag from all diff

edit: looks good, bubbled
Underforest
22 days, and not ranked yet :cry:
Topic Starter
Sc4v4ng3r

Underforest wrote:

22 days, and not ranked yet :cry:
BNs are busy, sooooo yea, I respect that.
Lami
[Normal]

01:20:784 (2) - offscreen in 1024x768 resolution
Topic Starter
Sc4v4ng3r
Lol does that really matter x.x
But fixed it anyways, it's off-screen and some players may complain about it.
Just waiting for JBH to come~
Doyak
I'm waiting for you JBH, rawr!
JBHyperion

[Sc4v4ng3r] wrote:

Lol does that really matter x.x
But fixed it anyways, it's off-screen and some players may complain about it.
Just waiting for JBH to come~
Yes, it absolutely matters, offscreen objects are unrankable xD

Will try to check this tomorrow, otherwise will have to wait until after I get back from holiday on the 17th.
Doyak

JBHyperion wrote:

[Sc4v4ng3r] wrote:

Lol does that really matter x.x
But fixed it anyways, it's off-screen and some players may complain about it.
Just waiting for JBH to come~
Yes, it absolutely matters, offscreen objects are unrankable xD

Will try to check this tomorrow, otherwise will have to wait until after I get back from holiday on the 17th.
RIP until 17th D:
walaowey

Doyak wrote:

I'm waiting for you JBH, rawr!
JBHyperion

walaowey wrote:

Doyak wrote:

I'm waiting for you JBH, rawr!
Soon, I promise, I'm just a little busy right now and I want to make a proper effort >.<

Sorry for the unreasonable wait, thanks for your patience (:

General Comments:
  1. Song Folder: Nice irrelevant metadata in the bottom right corner of the BG, unless this song is related to this in some weird way I'm not understanding. Any way you can remove this, or find an alternative BG?
  2. Song Setup: Why does Walao's Insane use Tick Rate 2 when all the other diffs use Tick Rate 1? 1/1 sliders are used in that diff mostly to follow the vocals in the chorus and long guitar/synth sounds elsewhere, where the backing drum beat that actually has the 1/2 rhythm isn't really that noticeable. For consistency Walao's diff should have Tick Rate 1 as well - since it's a property of the song, not the difficulty - and you're not mapping a totally different rhythm or anything
  3. Metadata: Is the english title of the song the officially used one? I think I found the Japanese title of the song on wiki: ディメンション・トリッパー - Source. I see you already have a link to the single listing on 5pb Records' page, so assuming this is correct, might want to add the above into tags
  4. Timing: No issues
  5. Hitsounds: soft-hitfinish.wav has a needlessly long audio envelope, more than 2 seconds long, and when put next to your other hitsounds and the song, soft-hitwhistle is really hard to hear and also really underused, but we'll get to that later. Additionally, soft-hitnormal and soft-hitwhistle have additional null audio in the waveform that, whilst not strictly unrankable, should still be fixed, as it will save file space and reduce process load slightly (fewer hitsounds "overlapping", etc.) I took the liberty to tidy up your hitsounds a little, you can find the new ones here. soft-hitclap and soft-sliderslide were unchanged, so I didn't include them
  6. AImod: No issues


Just a few general thoughts about hitsounding in reference to the above, should be applied to all diffs:
  1. 00:29:137 - 00:38:382 - This calm section is currently really underemphasized with a lack of (audible) hitsounding in general, which is not only leading to an inadequate feedback response to the player, but also feels pretty plain to play. In Gear's Insane there are literally no hitsounds in this section besides the default hitnormal and a few (really hard to hear) 8/1 whistles, whilst in Doyak's Easy there are none at all! Take Walao's Insane for a good example of a simple but effective 2/1 whistle rhythm that adds a subtle but interesting and helpful layer of feedback in this section.
  2. Additionally the hitsounding that is used is somewhat inconsistent. Compare the Normal (where you used a 2/1 whistle rhythm) to the Hard (where you use a combination of 1/1 and 4/1) and you'll notice this.
  3. A particularly interesting sound to take note of (for those of you who are mapping it) is the accented hi-hat sound at 00:33:760 which really stands out in this rhythm. Consider mapping this with a louder whistle, or even a quiet finish hitsound to create a really interesting pattern.
  4. tl;dr - you should use some more whistles :D - I increased the volume of soft-hitwhistle in the updated hitsounds (that I linked above) a little so it should also be easier to hear now


No need to do anything especially complicated, a simple rhythm would work fine enough here to compliment the calmer nature of this section. I'll let you guys each decide how to work on your respective diffs, but if you want to discuss some hitsounding options further in PM, feel free to contact me.

Difficulty-Specific Comments:

Doyak's Easy
  1. 00:11:921 (2,3) - I find this rhythm choice kinda strange, the guitar is more prominent here, making the 3/2 repeat slider feel unfitting. Try this rhythm instead:
  2. 00:49:062 (4,1) - Mapping a slidertail to a downbeat with finish hitsound feels really weird to play, since you expect a strong note like this to be clickable. I feel circle + 1/1 slider would play much better here
  3. 01:15:683 (2,3,1) - Kind of an awkward change in flow will likely play uncomfortably for new players. I'd opt for something simpler and more flowing, such as this: https://osu.ppy.sh/ss/4359049
  4. 01:19:509 (4,1) - Again, really bad idea to map this beat with a slider end since it's so prominent, it really takes away so much emphasis. Try switching to a rhythm like this:
  5. 01:30:348 (1,1) - 1/2 beat spacing at 188BPM isn't really fair reaction time to a spinner for an Easy diff, especially considering this is quite a short spinner at the very end of the song. New players will have been concentrating hard on playing the rest of the map and might not be expecting this, resulting in a possible miss. I'd recommend removing the repeat and starting the spinner 1/2 earlier to 01:31:305 and ending at 01:32:899 still.


Normal
  1. 00:28:499 (4,5) - Might want to NC this, both because you're mapping to an unpredictable 5/2 timeline spacing from 00:27:543 (3) and also to further emphasize the stack which you've used for the first time in this diff. Also, you could consider breaking DS here to move these close to 00:27:543 (3) since, again, the spacing is unexpected and the placement of the notes is well away from the centre of the playfield, making them difficult to react to. Somewhere like [40,140] would be more comfortable I feel
  2. 00:41:889 (1,2,3) - Switching from mapping instrument to vocals in the middle of a combo is pretty confusing for new players to follow. For following the rhythm, move the start of (3) forward 1/2 to 00:43:164 to make another 1/1 slider, whereas for following the vocals, try something like this:
  3. 00:57:033 (1,1) - For mapping the vocal with the spinner, there's really no need to include a circle at 00:57:033 at this difficulty. 1/4 spaced note+spinners are confusing to read, especially at high BPM such as this
  4. 01:12:176 (6,1) - Strongly recommend unstacking these, since all previous instances of stacking in this diff don't use a NC. Players will have just gotten used to this pattern, then you confuse them with a NC'd stack that may result in them interpreting it differently and misreading
  5. 01:18:712 (5,6) - Sliderend of (5) and (6) have equal prominence, so having one as a sliderend and another as a clickable object feels inconsistent and weird to play. Consider ending the slider at 01:19:190 and adding a circle at 01:19:509 stacked with (6), similar to what you did at 00:28:499 (4,5)
  6. 01:20:784 (2) - As outlined by the previous modder, this slidertail is offscreen, which is unrankable. Please move this somewhere else to avoid this
  7. 01:31:305 (3,1) - Similar to the Easy, I wouldn't recommend a 1/4 beat note-spinner spacing on a Normal diff at this BPM. You can start the spinner at 01:31:623 with no further changes to make this more readable for newer players. Also, is there any reason for the whistle on the spinner end? Seems a little out of place to me, I think a hitnormal alone would sound better


Hard
  1. 00:05:226 (6) - What's the reasoning for extending this into a 3/4 slider? I can't hear any prominent sound there, and keeping this as a 1/2 spacing to the next note feels so much more natural to play for me
  2. 00:15:747 (1,2,3,1) - (2) is 4 pixels higher than 00:15:747 (1) which ruins your parallel pattern slightly. Move it to [180,124], then move 00:16:066 (3,1) to [232,24] and give (1) slightly less curve to maintain the spacing you had before
  3. 01:09:626 (3,1) - Why is the spacing to (1) the lowest in this pattern when it's the strongest beat out of 01:09:307 (1,2,3,1) - you even gave it a finish hitsound lol
  4. 01:30:029 (8,9,1) - This is really confusing to read considering you have two 1/4 beat spacings used so inconsistently - one is NCed, but not the other (fair enough, since one is the downbeat), but aside from that, one is stacked whilst the other is spaced, and one is a sliderend whilst the other is clickable. Considering you haven't used any similar patterns in the diff, and you have no real way to highlight this in an easily readable way, I feel a better option would be to either remove 01:30:269 (9) and leave clickable 1/4 spacing for the Insane diffs, or turn 01:29:711 (7,8) into a 1/2 repeat slider + circle (stacked with 01:30:269 (9,1) - )
  5. 01:31:544 (1) - As the final suggestion in Normal, I don't think whistle on the spinner end really fits here


Gear's Insane
  1. 00:24:673 (3,4) - Technically not an issue since they stack properly during play, but if you disable stacking in the editor, you could fix the "true" placement on the stack here to satisfy neat freaks like myself (:
  2. 01:31:464 (1) - Curious as to why you chose not to use a spinner here as in the other diffs. Also, the sharp direction changes don't really correspond to anything, since this is mapping one consistent, held sound. I get that you're going for the Neptunia logo shape, which is cool and all, but I'd opt for a smoother slider shape, just my personal preference
  3. Nothing else to say really, really clean diff /o/


Walao's Insane
  1. 00:01:082 (1,2) - Blanket can be improved slightly here by adding more curve to (3) and/or moving the red anchor point slightly to the left, as it currently looks a little weird
  2. 00:06:820 (3,1) - Stack with the tail is slightly off, move either one two pixels to the right/left respectively to fix
  3. 00:15:747 (5,2) - Again, stack is slightly out. The current positioning of 00:16:225 (1) creates a better blanket with 00:16:225 (1) so I recommend moving the tail of (5) to that position
  4. 00:34:557 (2) - Needs to be moved slightly to the left to stack the tail with 00:33:281 (2,4) -
  5. 00:34:875 (3) - Feels weird to have a "normal" spacing to this considering how much more prominent it is that the surrounding notes, I feel a jump would be more fitting here, similar to what you did with 00:31:528 (5,1)
  6. 01:22:538 (1) - Could reduce the curve on this a little to allow a stack on the tail with 01:21:900 (3,4,5)
  7. Sorry for nitpicking xdddd



I would prefer another couple of mods on the easier diffs before pushing this forward since I think they can still be polished further. After that, feel free to call me back for a rebubble.

Good luck!
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