aw yea
thx <3
thx <3
Okoratu wrote:
I see you are using the best combocolors as well only the best colours
sliderticks in beginning and end of the diff kill my ears ya
00:43:897 - wtf is this "custom break" snapped to what i don't get what the other break ends are snapped to or supposed to snap to either all of them are custom but neither does anything significant i forget so i removed it
could delay 2nd break until 01:07:949 - instead of delaying its end or just remove this break since you don't really have this for the other almost as long parts of nothing ? arrows are important for these parts so i kept the breaks but made them not custom
01:17:518 (1,1) - please why this is sightreading lol and you don't even continue to do it did stuff
02:16:225 (1) - idk about you or most other players but i tend to screw stuff like this up a lot by not reading the direction of a circular slider like this correctly, how about sth like http://puu.sh/nQAbk/79eae0d046.jpg ? thats sharper than the movement I wanted, and the people i had testplay this didn't have much trouble with this from what I saw. I think it should be fine.
02:16:828 (2) - id prefer having to do some kind of upwards movement for this one instead of a straight line because i believe that's more intuitive at this point, no clue if you want to or can change this with the space you have available there though the "gimmick" here is that a similar sound to 02:16:225 - gets a similar shape then 02:17:259 (1) - which is way more intense gets something sharper
02:21:397 (5) - overlap its end with 02:20:966 (3) - properly, it's kinda noticable ok oko
02:32:777 (1) - go for a straight slider, that would fit the structure of the other sliders better while also having the potential to look interesting like http://puu.sh/nQAtp/548803a895.jpg xd did something slightly different
02:57:604 (1,2,3,4) - circles instead? the less intense variant of this had circles only ... the thing that happened here was that i had quint stacks here before, but i was told that it clashed with the repeating piano or whatever in the back. there's a defined pattern in that rhythm so it kind of made sense to me and i changed it to this. plus its cooler when you have a greater difference between the most intense part of the song and the part right before it B)
03:54:587 (2) - having to jump for this is pretty odd , at least it feels odd due to it being so far for a pretty minor sound in comparison to the drums dunno, these sounds are what stood out to me while I was mapping. also I think it works cuz the player played the easier version of it earlier, in the less intense part, so they know what to do.
that's a ll lol