im dont have any much complains with these map, even the jumps are Tested and it's fine quality
00:08:297 (6) - This is just 3/8. Overmapping this to 1/8 sounds really unnecessary ;c. soft sample changed
00:19:414 (6,7) - I think its better to space them out. Theres a pitch change so I don't think a stack is as appropriate here. i like stack there, and the pitch looks okay with it
00:37:150 (2,3) - Okay, these 1/4 jumps are just not appropriate imo xP. You don't use anything like this in kiai and these are so difficult to land because you need to move your cursor at 1/4 a beat instead of the usual 1/2. It's also not the same as kicksliders because you can still click on 1/2 rhythms using kicksliders.
00:38:561 (2,3) - ^
00:41:385 (2,3) - 00:42:797 (2,3) -00:44:208 (2,3) - ^ Theyre just not appropriate imo xP.
00:48:444 (2,3) - Here It's still not good, I would space them closer together so people don't confuse them for 1/2, but at least here there's a more unique drum sound. Still, I'd prefer if you didn't use this kind of technique for the map xP. that's all is how to aim, im not mapping in general way, that's it. yeah you feel inapropriate and i feel normal for it
01:12:885 (6,7) - You're quite inconsistent about when you stack and 01:14:297 (5,6) - when you dont 01:16:061 (2,1) - etc... 01:17:297 (7,8) - etc... Those all occur at the same location on the measure, but theres' not rhythm to their stacking/jump. You should keep this consistent, or just map them to jumps cuz imo if theres a change in pitch or if theres a snare landing there, a jump emphasizes the change better . this is extra diff, so i put 01:16:414 (2,3,4,5) - pattern and add that stack, i want different pattern for transition that's it
00:03:532 (3,4,5,6,7,1) - Man, honestly the movement should be from red > white ticks. But instead, you are stacking every white tick under a red tick, like 00:04:414 (1) - , so the player doesn't actually move on a strong beat. but player move in white tick right? like move from white to red is strong beat for me, like triples
00:06:355 (3,4,5,6,7,1) - ^Same problem here. same answer
00:04:414 (5) - NC or remove NC from 00:07:237 (1) - for consistency.
00:46:414 (4,5,1) - Jump should be from 5>1 imo. And besides, this is a really big jump honestly, considering your spacing so far. It's the same visual spacing as 00:47:826 (3,1) - but here its 1/1 xP atleast player have short time to stop cursor movement on that way and for that 1/1 it's right, it's 1/1
00:48:179 (1,2,3) - Going from last point, these also resemble 1/1 spacings because of how 00:47:826 (3,1) - is spaced, so definitely make these slider jumps a bit smaller so players can better recognize these are 1/2. ok
01:00:002 (2,3,4) - Back/forth jumps are really confusing imo. Can you do something else here. nah, not for DT players
01:07:591 (4,1) - Really big jump out of nowhere. You don't emphasize downbeats with a jump this big elsewhere. Compare it with like 01:09:002 (4,1) - or 01:10:591 (5,1) - ok
00:49:591 (1,2,3,4,5,6,7,8) - Really big combo's. Make them smaller? NC on 00:52:414 (5) - at least. If not every slider.
00:55:238 (1,2,3,4,5,6,7,8) - ^
01:00:885 (1,2,3,1,2,3,1,2,3,1,2,3) - Etc... Your NC pattern suddenly becomes every measure, so try and make this consistent in your kiai. nah i can expect some good thing here
01:10:767 (4) - Could NC here too since the drum is more unique,
01:12:179 - Etc... onward, NC pattern again starts to shift and isn't regular. ok
This diff needs a NC rework basically because its really inconsistent. Not hard to fix though. looks like i have custom NC setting on these diff, dont worry
I'll see how Fort responds to the issues I pointed out first.
yeh, who dont like jump like that pls dont play ya haha