Hi, here's a very bad m4m from me, ok.
Column 1|2|3|4
Column 1|2|3|4
Please don't hurt me, I tried T.T
I fear that I was too harsh in this mod, so I apologize q.q[General]- I'd consider upping the HP and OD of Hard to ~7.2 or so because of the high note:LN
- for Challenge, I'd up OD to ~7.3 and increase HP to ~7.5 for the same reasons as above.
- Uncheck widescreen support in all your diffs
Your offset is wrong. The correct offset is 5 I'll be modding with the original offset
[Normal]00:08:268 (8268|1,8538|1) - I'd probably move this over to the other hand since 1/2 222bpm might be too fast for a normal level player.
00:38:943 (38943|1,38943|2) - These actually begin at 00:38:673 and end at 00:39:078
00:43:268 (43268|1,43268|2) - should be at 00:42:997 and end at 00:43:403
00:47:592 (47592|0,47592|3) - You kind of get the point with these Lns hopefully, so i'ma stop mentioning them.
00:52:322 - Starting here, I feel like there are a lot of unnecessary notes here for a normal. What I mean are notes like 00:52:457 (52457|0,52727|1,53133|0) where they don't follow the main melody and instead follow the quieter background hihat clicks and snaps or whatever. Like, at 01:05:295 it's fine because now the shakers that have been added to the music are much louder and more audible.
01:07:862 - But why do you suddenly drop in the density of notes when the music hasn't changed very much from the previous sections? I'd consider adding a 1/2 stream here to represent the shakers I mentioned above.
01:07:862 (67862|3,67862|1,68268|2,68268|1) - I also don't understand why these are doubles. From what I can see so far, in this difficulty, you only use doubles for the whoosh sounds like at 01:04:889 (64889|3,64889|0)
01:09:484 (69484|1) - In normal, I wouldn't recommend using a 1/2 LN on 222bpm. Another thing to mention here is that there's no sustained sound except for the "YES" which starts at 01:09:349 and would make the LN 1/1 beat long.
01:10:430 (70430|3,70430|2,70700|0,70700|1) - With these doubles, why are they there? I see that you use a double to represent the clap sound at 01:10:835 (70835|3,70835|2) but the notes before it are much quieter and softer.
01:24:619 (84619|2,84619|3,85160|2,85160|3) - I would just make these single notes since they're softer claps than the one at 01:24:889 (84889|2,84889|3)
01:33:268 (93268|3,93335|1,93403|0) - I would go for a simpler 4 -> 2 roll because it's easier to read and high bpm again
01:42:187 (102187|0,102187|2,102187|3,102592|1,102592|3,102592|2) - Nooooo, not a triple in normal, you're trying to kill the novice players now. Wait until Hard to introduce those. To add, the sounds aren't any louder than some of the sounds you've represented with a double, like those claps.
01:43:132 - And these consequent doubles, just reduce them to single notes because they're kicks.
01:59:754 (119754|2,119889|1) - Consider reducing these to short notes since they're sound lasts only for 1/4 beat.
02:14:619 (134619|2,135159|1,136241|2,137322|3) - I'd also reduce these to short notes because the sound itself is just a short bell. What makes it sustained is the reverb which is the effect, but not the actual instrument.
03:03:538 (183538|3) - Just make this a short note since the sound is very different from the wind sound you hear at 03:02:997 so this note could just work as a finishing end to the song.
03:01:376 (181376|1,181916|3,182457|0) - These are all the same bells as 02:59:754 (179754|0,179754|2,180295|1,180295|3) so why are they LNs?
[Hard]01:18:268 (78268|0,78268|1,78268|3) - Make one of these notes a 1/2 LN since their sound is like a sustained kind of buzz sound?
02:06:511 (126511|2) - Reduce to a short note since it's the same kind of bell sound like at 02:04:349 (124349|3,124349|1)
02:11:916 (131916|3,131916|0,131916|2) - I'd make this a double note because unlike 02:09:754 (129754|3,129754|2,129754|0) this triple doesn't have a reverb effect added to it to make it sound louder.
[Some opinions and comments]- The map is nice, and the keysounding is godly, but what you lack is consistency in your mapping. Let's take, for example, those bells I've been nagging you about, the ones like 03:01:376 (181376|1) at the end of Normal. The reverb is what makes them sound sustained, and I think you know this because you sometimes map those bells without LNs, showing that it's just a short bell with an effect on it. But you also map them with LNs sometimes too, which makes no sense mapping wise and to the player, since as the player is playing, they quickly pick up on how you map certain sounds, and if you choose to map them different ways without any transition into it, you're going to confuse a lot of people as it'll be completely random, and not in a breakcore unpredictable way.
- Another thing is the double vs triple and heavy sounds vs softer sounds. In Normal, from what I've noticed after modding a lot of maps, is that most mappers have an unspoken rule that you don't use a chord bigger than two notes in a 4K normal difficulty. This is because the player is still fine tuning their reading abilities, and is just getting to the point of being able to read simple 1/4 rolls and slower 1/2 streams. Throwing in a triple is difficult for them to read because they probably haven't figured out that you can read it by looking at what you don't hit. Also, you map some of the sounds like 01:08:268 (68268|2,68268|1) as a double when it's just a quiet kick, and then a few beats later, you have a loud clap 01:08:673 (68673|2,68673|3) which is also mapped using a double. Are they the same sound? No. Can you use the same number of notes in a chord to represent different sounds? Sure. But what matters is the weight and intensity of said note. A kick is nowhere near as heavy or loud as a ringing clap (unless it's a hardstyle kick, which this isn't), so why should it deserve two notes and not just one?
Anyways, that's basically the only thing I really noticed about this map. Everything else seems fine.
- for Challenge, I'd up OD to ~7.3 and increase HP to ~7.5 for the same reasons as above.
- Uncheck widescreen support in all your diffs
Your offset is wrong. The correct offset is 5 I'll be modding with the original offset
[Normal]00:08:268 (8268|1,8538|1) - I'd probably move this over to the other hand since 1/2 222bpm might be too fast for a normal level player.
00:38:943 (38943|1,38943|2) - These actually begin at 00:38:673 and end at 00:39:078
00:43:268 (43268|1,43268|2) - should be at 00:42:997 and end at 00:43:403
00:47:592 (47592|0,47592|3) - You kind of get the point with these Lns hopefully, so i'ma stop mentioning them.
00:52:322 - Starting here, I feel like there are a lot of unnecessary notes here for a normal. What I mean are notes like 00:52:457 (52457|0,52727|1,53133|0) where they don't follow the main melody and instead follow the quieter background hihat clicks and snaps or whatever. Like, at 01:05:295 it's fine because now the shakers that have been added to the music are much louder and more audible.
01:07:862 - But why do you suddenly drop in the density of notes when the music hasn't changed very much from the previous sections? I'd consider adding a 1/2 stream here to represent the shakers I mentioned above.
01:07:862 (67862|3,67862|1,68268|2,68268|1) - I also don't understand why these are doubles. From what I can see so far, in this difficulty, you only use doubles for the whoosh sounds like at 01:04:889 (64889|3,64889|0)
01:09:484 (69484|1) - In normal, I wouldn't recommend using a 1/2 LN on 222bpm. Another thing to mention here is that there's no sustained sound except for the "YES" which starts at 01:09:349 and would make the LN 1/1 beat long.
01:10:430 (70430|3,70430|2,70700|0,70700|1) - With these doubles, why are they there? I see that you use a double to represent the clap sound at 01:10:835 (70835|3,70835|2) but the notes before it are much quieter and softer.
01:24:619 (84619|2,84619|3,85160|2,85160|3) - I would just make these single notes since they're softer claps than the one at 01:24:889 (84889|2,84889|3)
01:33:268 (93268|3,93335|1,93403|0) - I would go for a simpler 4 -> 2 roll because it's easier to read and high bpm again
01:42:187 (102187|0,102187|2,102187|3,102592|1,102592|3,102592|2) - Nooooo, not a triple in normal, you're trying to kill the novice players now. Wait until Hard to introduce those. To add, the sounds aren't any louder than some of the sounds you've represented with a double, like those claps.
01:43:132 - And these consequent doubles, just reduce them to single notes because they're kicks.
01:59:754 (119754|2,119889|1) - Consider reducing these to short notes since they're sound lasts only for 1/4 beat.
02:14:619 (134619|2,135159|1,136241|2,137322|3) - I'd also reduce these to short notes because the sound itself is just a short bell. What makes it sustained is the reverb which is the effect, but not the actual instrument.
03:03:538 (183538|3) - Just make this a short note since the sound is very different from the wind sound you hear at 03:02:997 so this note could just work as a finishing end to the song.
03:01:376 (181376|1,181916|3,182457|0) - These are all the same bells as 02:59:754 (179754|0,179754|2,180295|1,180295|3) so why are they LNs?
[Hard]01:18:268 (78268|0,78268|1,78268|3) - Make one of these notes a 1/2 LN since their sound is like a sustained kind of buzz sound?
02:06:511 (126511|2) - Reduce to a short note since it's the same kind of bell sound like at 02:04:349 (124349|3,124349|1)
02:11:916 (131916|3,131916|0,131916|2) - I'd make this a double note because unlike 02:09:754 (129754|3,129754|2,129754|0) this triple doesn't have a reverb effect added to it to make it sound louder.
[Some opinions and comments]- The map is nice, and the keysounding is godly, but what you lack is consistency in your mapping. Let's take, for example, those bells I've been nagging you about, the ones like 03:01:376 (181376|1) at the end of Normal. The reverb is what makes them sound sustained, and I think you know this because you sometimes map those bells without LNs, showing that it's just a short bell with an effect on it. But you also map them with LNs sometimes too, which makes no sense mapping wise and to the player, since as the player is playing, they quickly pick up on how you map certain sounds, and if you choose to map them different ways without any transition into it, you're going to confuse a lot of people as it'll be completely random, and not in a breakcore unpredictable way.
- Another thing is the double vs triple and heavy sounds vs softer sounds. In Normal, from what I've noticed after modding a lot of maps, is that most mappers have an unspoken rule that you don't use a chord bigger than two notes in a 4K normal difficulty. This is because the player is still fine tuning their reading abilities, and is just getting to the point of being able to read simple 1/4 rolls and slower 1/2 streams. Throwing in a triple is difficult for them to read because they probably haven't figured out that you can read it by looking at what you don't hit. Also, you map some of the sounds like 01:08:268 (68268|2,68268|1) as a double when it's just a quiet kick, and then a few beats later, you have a loud clap 01:08:673 (68673|2,68673|3) which is also mapped using a double. Are they the same sound? No. Can you use the same number of notes in a chord to represent different sounds? Sure. But what matters is the weight and intensity of said note. A kick is nowhere near as heavy or loud as a ringing clap (unless it's a hardstyle kick, which this isn't), so why should it deserve two notes and not just one?
Anyways, that's basically the only thing I really noticed about this map. Everything else seems fine.