Thanks for the mod! Will work on the piano part a bit to buff it c:Naotoshi wrote:
[crash]
why am i modding this is about to get bubbled - _ - Incan asked me to get more opinions
00:20:994 (89) - pitch relevance for these finishers? Wanted to create contrast to the more lower and longer lasting sound at 00:28:565 (118) - which is a don.
00:32:065 (142) - i dont think there's much point in breaking the triple based structure here, there's nothing unique happening in the song at this beat? The song is playing quite a noticeable synth 7-let consistently at this spot every few measures, thats why ive decided to map it as such.
00:37:994 (198,199,200,201,202,203) - oww - why not dd(kkkd) (i know why not but im still suggesting it) I believe the beep noise should also be a kat xD
[oni]
ok maybe a diff i can play
00:03:422 (3,4) - why not just do the same intro as top diff lol Sure!
00:31:565 (109,110,111,112) - structurally this feels really weird to play since you ignore the end of the musical phrase 00:31:708 - to map the transition stuff - i think skipping that would be better. Added a note to make it better!
00:37:994 - i think this buzzy sound could be represented somehow since it starts on the white tick Made it stand out with a kkkkd pattern a bit more.
00:41:137 - how come this one has no 1/1 break? it's actually pretty noticeable in game play and there isn't a real difference to the earlier ones Its the combo with the weird end of the musical phrase which you suggested me fixing, now its consistent with those other cases and its fine now imo
01:14:708 (37,38,39,40,41) - i guess following the melody with the triple would play more intuitively? just move to 01:14:779 - instead that triplet doesnt belong to the melody, it belongs as an improvisation to the strong kick drums and i dont wanna mix it up with the melody for clarity.
01:20:351 - mapping this and putting a 1/1 break at 01:20:708 - would be nice too imo. Would break my kick drum emphasis completely and a break wont be needed since its placed well enough in diff spread.
01:55:137 - shouldnt it be kkk d to follow the structure of where you put ds Youre right, changed!
02:00:565 - i think d d d d d would follow the drum better, might be kind of straining to play tho lol Listened to the trap-ish drums here which clearly have a pitch relevance.
03:17:994 - i feel like you could fill in some additional melody notes, like d k 03:18:422 - d k, or 03:19:779 - ddk etc. atm it just feels really low density even though the song is still quite intense... i know it's for contrast but i think the constant 1/1 gaps are more than enough. Will work on it soon enough!
[inner]
01:05:994 (60,61,62) - i get why this is like this but i feel like you can represent the upwards motion of the song and it would be more interesting - ddddkkk or something. I want the K finisher at the start of kiai to stand out more tho
01:10:851 (41,42,43,44) - i don't see why this is finishers tbh. well i do, but i dont think it works too well because the melody focus is lost and the drums arent really THAAAT much stronger imo Unfinished, though i kept the notes as is, i emphasize them in every difficulty.
01:33:994 (219,220,221,222,223,224,225,226,227,228,229,230,231,232,233) - nice back and forths disgusting pp mapper Fuck time to run he got me.
02:00:565 (379,380,381,382) - same as oni, i think d d d d d fits better here with the drums
03:15:708 - i feel like you definitely should fill in this part, it's so empty >.> at least the really obvious ones 03:16:137 - 03:17:994 - etc... Will be working on it on the whole spread soon
03:19:779 - d? Nah, wanted some spread progression to crash diff.
btw the fact that tasuke mapped a ful on kiai with 1/4 spam and u mapped 1/1 everywhere is kind of weird.........
//Buffed!