Great mod, covered a lot of important stuff, thanks! (goddamn finishes disappearing)-Faded- wrote:
- You could find a more interesting bg, simply having "UNDERTALE" over a black background is incredibly bland. I would look for something a bit more active and interesting. I'm not asking you to go get a picture of Asgore and spoil the game for some people, but something simply more interesting would be nice.
I do like the frankness of the BG, but I can see why it'd be bland. It's a bit of a complicated issue: not only does the background serve as a non-spoiler option, but it allows for the storyboard to be much more load fficient (I'd say it saves roughly 0.8x load all the time to just have a coverslip over the logo rather than a fullscreen image.
The background does stop drawing somewhere during the map, but it's incredibly unclear where / how likely that's going to break in future updates.- Add an epilepsy warning for the storyboard? While the storyboard is absolutely amazing, the shaking text and the rainbow fireballs could hurt peoples eyes if they are effected by epilepsy.
I was thinking about this, and I couldn't tell if it was a big deal or not. Usually epilepsy warnings are for strobing maps, stuff that like flashes black and white over and over really fast. Surprise flashing storyboards HAVE given people attacks on this game before. I don't think shaking elements / color changes have that same effect? I'd need to talk to someone affected by it about that.- Throughout the map, I've encountered lots of overlapped repeat arrows, such as 01:41:868 (1,1) - , 01:47:292 (1,1) - , 02:03:563 (1,1) - , etc. While a hitburst isn't over them, I believe it is unrankable because the reverse arrows are still being overlapped. Therefore, I highly recommend you change these.
The players have plenty of time to see the repeat, fade-in of the repeat starts at 01:42:207 - and it becomes too late to see it at 01:42:715 - , which is a good half second. I suspect players will easily see them by the time the 1/4 slider before it finishes.
It was a point of consideration, which is precisely why they aren't under hitbursts, hahaha- 00:40:512 (6,1) - You could improve aesthetics by making this a blanket, as it promotes a cleaner and more organised look.
That'd look pretty good -> https://osu.ppy.sh/ss/4477030 but in order to preserve the jump from 6 to 1 (important moment) the angle from 5 to 6 would get all weird, and the jump from 5 to 6 would be a tad too big. This change would accompany moving 5, then moving 4, which would bust the blanket of 4 to the 1... etc
I'll think about this some more but for now I'm going to leave it- 01:52:207 (3,2) - Perhaps you could stack these sliderends? This will once again make the map seem neater, and be consistent with how you usually handle sliderends (stacking them).
that's a tough one
Okay so let's see, the 3 4 copies 1 2, which leads to 1 diving through the center of the 3, then the 2 goes between the 4 and 1. Only problem, the 3 doesn't end between the 4 and 1.
There's a couple of ways to cheese this, I could increase the slider velocity of the 3 to have it move those extra few pixels
https://osu.ppy.sh/ss/4477062 but then that messes up the 1 thing... bleh
Honestly I don't feel like it's a big problem but it is pretty different to everything else in this segment.- 02:17:970 (4) - Here's another blanket that has room for improvement.
Rotated 3 degrees, moved a bit so the endpoint is back in place- 02:40:173 (1) - Not too fond of this slider shape personally, it looks a bit harsh and the music doesn't really change to justify that. It would look much nicer if you make the bump a bit more subtle.
A bunch of instruments cut out, have to embellish it somehow. I think I did something like that later on into the second to last kiai.- 02:49:156 (6,7) - Another noticeable blanket error, moving (6) more towards the left would be nice.
Moved the slider's endpoint- 03:03:732 (4,5,6,7,8,9,10,11,12) - Is there any reasoning behind the music as to why these streams are so compressed? They look a bit out of place considering that every other stream has reasonable spacing behind them.
Yeah absolutely, listen to the main percussion isntrument in the music at this point. It quickly raises to a higher pitch, and gets weaker as it goes on. I lower hitsound volume there too very slightly.- 03:38:478 (1) - The beats that this repeat slider is covering are very powerful, having a repeat slider where the player simply has to hold doesn't really emphasize them fully. I would replace it with a triple instead, so that all three beats are clickable. Also, you'e placed triples in areas of the music that aren't so emphasized, such as at 03:40:511 (1,2,3) - .
That slider is to make the transition easier / give them time to react to what's coming up.- 03:43:562 (1,3) - Is there any reasoning about how this stack is slightly off like this? Personally, I feel that it would look neater if it were perfectly stacked, because it would be consistent with most other stacks in the beatmap. Same applies for 03:55:766 (1,3) -
I had a reason for these
but I forgot
so
I'll uh, change them- 04:11:020 (1,2) - It would look a bit nicer if (1) was sharp as well, that way it would look nicer by having symmetry with (2).
The change in shape is for the new instrument. I was considering making 04:13:393 (1) - linear for that same reason.- 04:13:393 (1,1) - Again, you could improve the blanket of these two notes for a neater look.
Rotated by -6- 05:11:699 (8,9) - Not a fan of how these sliders are at a 90° angle, seems a bit old fashioned imo. Make the sliders a bit more intresting by rotating them a bit or by curving them.
Rectangles are underused IMO, it becomes interesting to have them mixed in with other stuff, like at 02:41:529 (2,3,4) -- 05:55:258 - You could add a 1/4 slider here. If you listen to the music closely, then you can hear 2 sounds that would be appropriate for one. Also, the 1/1 gap feels quite strange being unmapped.
Undermapped part to transition a bit better, it's why 05:54:580 (3) - might seem out of place- 07:04:580 (1) - Add a finish here? I can hear a cymbal in the song, and adding one to the beatmap like you usually do when there's cymbals would be more consistent and it would complement the music better.
YEAH THERE IS SUPPOSED TO BE ONE THERE LOL you can see the Normal / Soft sampleset on the circle, the finish disappeared for some reason.- 07:09:326 (5,8) - Finally, I think you need to stack these properly. Having the two notes off like this doesn't look too aesthetically pleasing, so fixing the stack will make the pattern look cleaner.
I have to make sure the player tries to do a stationary stream wherever the 5 once was to make the movement feel right. I could manually stack to the right like automatic stacking does to the left, but it wouldn't have the advantage automatic stacking has of being immediately familiar to a player.
I'm going to go with the ugly route in order to make sure the pattern works properly.
Anybody know which parts of the piano hitsounding sound bad? I can't figure out the progression of this song / the original