good stuff! gratz on qualified~ and i hope you can solve concerns above xd
Mir wrote:
hey i noticed some uhhhhhh hitsounding errors(?) and im curious about a part in gowo's diff, do consider looking these over?
gowo:
01:29:239 (1,2,3,4,5,6,7,8,1) - wasn't this map popped for this stream?? p/6355393 care to explain what happened here i didn't see irre give any "ok" to this being still here after you said you removed it p/6362530 Because I didn't even agree with irre's point to begin with. I hated the removal of that stream. Never got an actual mod from irre about it either, from what I understood he didn't even check the map but simply veto'd it because there was an overmapped stream, when I tried discussing it on discord with him he pretty much rejected all my arguments as non-valid because he very strongly disagree with overmapping, so yeah since we can't discuss the matter and I disagree with the removal of it (for various reasons I've stated multiple times but basically because I think it fits, adds something to the song and also the song actually has a faint roll going on there), I don't think I should concede it.
01:26:239 (1,2,3,4,5,6,7,8,9,10) - kinda not feeling the clap spam here, it doesn't really fit the song since the claps aren't actually in the song to begin with. sounds like it's just there to mask the 19 note jump pattern tbh... would reallly work better if this part wasn't so additive imo
01:27:602 (1,2,3,4,5,6,7,8,9,10) - and here the finishes sound really weird just in general since there firstly are none in the song that appear that often, and secondly it makes it sound like a buildup section when it really isn't. 01:29:239 (1,2,3,4,5,6,7,8,1) - as well only to finish it off makes this entire part 01:25:420 - 01:29:784 - feel like you mapped a completely different song/section in the middle of the chorus - it really doesn't fit to me and i would like to hear what your reasoning for this whole part is Yeah it's additive hitsounding, I don't think it sounds wrong or bad but then again maybe I'm just biased because I listen to a lot of metal? idk ¯\_(ツ)_/¯ In any case it's not like I don't understand how or why people wouldn't like it, and while I often press people to follow a song first and foremost, I also like additive stuff, building around a song with moderation, I do think it isn't a bad addition and it isn't out of place either.
Because it's the climax of the song and that part is especially light on the drums to me (again, maybe I'm biased bcs I listen to a lot of metal yada yada) with only a snare on 2nd and 4th beat and basically can't hear much else, I decided to add more power to it with a 1/1 snare and then cymbals on the 2nd part.
That's about it really. Arguable for the roll, but still I do hear a roll there and I don't I'm imagining it lol, I added the hitsounds to give more feedback to it.
also yes i know you had a reason for the stream but i agree with the previous people that pointed it out, it rly doesn't fit. but the whole hitsounding scheme there is what im curious about I mean it's fine, I totally get why people wouldn't like it and think it doesn't fit, I'm not forcing anyone to accept my views, in the end it's what I feel like fits the song best and how I represent it. That said I'm still honestly surprised the hitsounding and that stream getting so much negative attention lol, I really don't think it's that big of a deal nor even such an issue at all :p
there's some missed finishes and whistles in the diff i noticed but im not even half sure what your hitsounding scheme is so maybe check those yourself if you decide to change anything Please do point them out if you feel like they're missing, I quickly checked and didn't notice anything missing but still would like to hear what you think could/should be added
hope you consider what im saying!
Thank you both for your mods!Shiirn wrote:
concerns on goldenwolf's:
00:15:963 (8) - might want to nc this to not have extensively long combo I don't think 16 is that long of a combo but I guess a nc won't hurt
00:18:383 (1) - seems really pointless and weird to new combo this, the accompanying pattern is also kind of weird since it's clearly just a normal 8 roll and there's no particularly strong impact from these last 3 notes, in fact since the piano rolls are resetting on blue ticks (e.g. 00:17:415 - 00:17:802 - 00:18:770 - you might want to re-design these a tad oh shit yeah I missed the blue tick emphasis there my bad, feels so much better now lol
01:27:193 (8,9,10) - are you sure there's nothing you can do to properly section these out? they're pretty clearly the climax of the melody but they're just filling the end of this pattern I can NC it to make it stand out more, that said I don't wanna overdo it too hard on the spacing and such bcs it's quite a long row of 1/2s already
01:32:693 (4,5) - this bit is rather clearly much larger in scale than the other 1/3 things you're doing, and seemingly for no reason What do you mean for no reason? Of course there are reasons lol; it's the climax of the song, loud and high pitched synth, spacing isn't even new as the intro has the same spacing for roughly the same speed (155bpm 1/4 vs 220bpm 1/3)
01:51:057 (2,3,4,5) - you'll want to properly NC these two-beat asides like u did in this section: 01:00:875 - . On top of that, decide whether you want a 1,2,3,4 (as in 00:58:693 (1,2,3,4) - , and ) or a 1,2,1,2 (as in 00:49:966 (1,2,1,2) - and 01:42:330 (1,2,1,2) - ) - while they're slightly different, they still obviously represent the same parts of the melody as shown by their stacking nature. Fixed the inconsistencies
01:57:193 (1,2,3,4,1,2,3) - this is one entire smooth roll of 7, not a sudden 4,3, but oh well, artistic liberties The synth yes but the drums are split in 4 then 3, feels unnatural to me to just ignore it when I hitsound the drums
Removed fixed issues from mirLen wrote:
leave it somethings no need to fix all, but i hope it helps..... oh wait, it already got qualified ;w;
pono
01:34:693 (1) - why it snapped at 1/6 even u use 1/4 both b4 01:34:966 (4,5) - I've managed to do that because of the stream just before in 1/3, there no sound on the sliderend even if I put a 1/4 there.. So I putted a 1/3 slider to stay consistent with the last stream and make a smoother transition than just finishing the stream on a circle. 01:34:966 (4,5) - and both sliders are 1/4 cause the rhythme changed on them.
00:52:489 (6) - what do you think about that remove it? since the big beat ends on here, would be beter imo. I don't like putting just a triple in that pattern, I prefered this cause of kickslider effect, and the playability is not affected that much cause the direction is still quite the same.
01:05:511 - so empty hereCause there no real sound on it. In my opinion this works fine, and putting a sliders is quite the same thing.
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184,291,88012,1,2,0:0:0:0:
107,112,88148,5,2,0:0:0:0:
244,350,88285,1,2,0:0:0:0:
311,144,88420,1,10,0:0:0:0:
130,344,88557,6,0,P|109:277|172:219,1,128,2|0,0:0|0:0,0:0:0:0:
388,286,88830,1,2,0:0:0:0:
388,286,88966,2,0,L|240:272,1,128,14|0,0:0|0:0,0:0:0:0:
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275,348,90057,1,10,0:0:0:0:
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319,42,90466,5,0,0:0:0:0:
360,70,90534,1,0,0:0:0:0:
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323,241,90806,1,0,0:0:0:0:
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280,238,90943,1,0,0:0:0:0:
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300,222,91079,1,0,0:0:0:0:
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349,211,91352,1,0,0:0:0:0:
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326,238,106147,5,2,0:0:0:0:
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470,243,107648,2,0,P|428:234|364:258,1,80,2|0,0:0|0:0,0:0:0:0:
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This wasn't responded to?AyanokoRin wrote:
few concerns with gowos diff that i feel need to be addressedWaterfall of Nine Heavens
-The timing in the beginning is noticeably wrong. While 165bpm does follow the guitar solo somewhat accurately because of many timing sections, it fails to follow the faint (organ?) sound. Even if you are not mapping the organ sound. I believe 180bpm is the correct speed for this song.
00:21:532 (1) - I believe that everything prior to this point was build up for this drop. In that case there is something wrong here. 00:20:365 (1,2,1,2) - The difficulty change here is significant to 00:19:712 (1,2) . I agree with this sudden difficulty spike because it follows the song intensity. However, the section afterwards fails to followup with the difficulty change. Since everything prior to this point was buildup, this section should have the same, if not higher difficulty than the buildup. An example would be: 00:23:032 (1,2,3,4,5) - I believe this pattern should be more spaced
00:31:031 (3) - The guitar comes in with its wonky melody at THIS point, not 00:30:865 (1) . But the way you put NC and arranged your pattern makes it seem like it's at 00:30:865 (1) . I think you should move NC to 00:31:031 (3) and maybe stack 00:30:865 (1,2,3) to better distinguish the melody change.
00:34:698 (1) - Just because sliders 1 and 2 look similar doesn’t make it okay to inconsistently put NC. I would argue that NC should be here 00:35:032 (2) . There are more inconsistency in your New Combos such as 00:35:865 (1,2,3) and 00:39:031 (5) , but pointing every single one of them out is a pain to do, I will leave that task to you. Generally NC is at the big white tick and whenever there is big difficulty spike.
01:03:698 (4,5,6,7,1,2,3,4) - The drums are pretty much consistent, other than the fact that at 01:04:032 (1) the pitch drops. There is no clear reason for this sudden change in DS inconsistency in your stream. If you want to emphasize that the pitch drops at 01:04:032 (1) , try another pattern.
01:05:532 (1,2) - Your slider-heads are on clap sounds and slider-ends are on guitar melody, I don't like this since the players aren't tapping to the melody. I believe clap sounds are secondary, and they can even be neglected (sometimes) to emphasize melody. Don't you feel something missing at 01:05:865 (2) , there is a cool guitar sound and the players aren't tapping on it. Basically, mapping to the rhythm is fine and all, as long as your map emphasizes the melody the most, if that makes sense.
01:06:698 (1,2,3,4) - Same problem that I had with 01:03:698 (4,5,6,7,1,2,3,4) .
01:13:615 (4,1,2,3) and 01:14:615 (4,1,2,3) - follow similar rhythm, and you should move 01:14:615 (4,1) farther away from 01:14:198 (3) . Like how you spaced 01:13:365 (3,4,1) .
Kiai Time: There isn’t a stable flow that my mouse can follow, so gameplay feels a little choppy. It isn’t very visually appealing either. Distance between objects doesn’t really follow the intensity of the song at certain times. I will point out a few of these problems.
01:18:032 (2) - You’ve been using simple slider shapes like straight and curve, and this sudden change here doesn’t really make sense. The long guitar sound isn’t that intense to begin with, and you ended it on the wrong beat.
01:21:032 (3,4,5) - I don’t see how 5 deserves such a big jump, and I don’t understand why 01:21:532 is not mapped. There is a clap sound at 5 yes, but every other 2 bars has one. 01:20:698 (2) has a clap, and 01:20:865 is mapped correct? Same rule applies here then. You can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song.
01:26:365 (2,3,1,2,3,4,1) - You ignored the guitar here and focused the drums, but you focused the guitar here 01:24:865 (1,2,3,4) and ignored the drums. Pick which instrument to focus on and stick with it. Also this 01:26:698 (1,2,3,4,1) is too spaced, the drums are dropping in pitch, and is not intensifying, which means that this difficulty spike is contradicting the song.
This next part is just copy pasted so im gonna skip~
For this section 02:53:698 (1,2,3,4,5) can you use 2 combo colors? I know you're trying to make it look cool but it's really hard to play those 02:53:698 (1,2,3,4,5) when they stack. Maybe use white and a shade of grey to compliment the storyboard.
I can't really pass the slider deathstream haha, rhythm kinda hard to follow but that's probably intended so not gonna say anything.
03:28:615 (3) - Please don’t use 5% for any slider ends it’s confusing as fuck
04:10:198 (2,1) - fix the parallel part please
05:08:698 - this timing point is unnecessary. Not all songs end the last note on a big white tick anyways
And that's all! If you have questions about my mods don't hesitate to pm me on forum or in game. Good luck with your mapi actually dont have a clue
Mir wrote:
ok so you got memed on that's not even a mod for this map
b̶͢͠u͢͝҉t̶̴͜͡ ̵̵̢̢͡i̧͞t̶̀͜͠ ̡̢h̸͟͞҉̴a̢̛͢p̕͘p̵̡ȩ̷̸̛҉n̢̕e̸̛d̶́͠AyanokoRin wrote:
all i wanted was to trigger gowo i did not ask for any of this
Greetings,Alheak wrote:
pls no more concerns thank
overall I feel like you're both looking into things too hard and pressure your own interpretation too much, or missing the point and the intent behind it, not a bad mod per-se, but either missing the point and/or going against/not going towards the direction I want to go tofdsfd wrote:
[General (All difficulties)] It would be an improvement if the Ending Spinner can either gradually decrease in volume or ended with a ~5% mute. The music fades out and keeping the spinner-end to hit at 70% volume is unsettling. spinnerspin sound is irrelevant to gameplay and does not add anything meaningful
01:49:420 (1) - Missing Clap if the intent was to clap every 1s and 3s for this kiai. The music does provide a clap for the first beat of both phrases that's why. I think you need to listen more carefully as there is no snare sound there and generally you'll rarely find a snare sound that starts a section in a song
[Goldenwolf]00:09:770 (11) - This slider should still be on 1/2 to match the rest of the previous sliders. The music doesn't change and there's a drum on red-tick and a clickable blue beat. Because this pattern is about progression, and making the blue tick clickable would take away the emphasis from the next pattern
00:10:157 (1,2,3,4) - The music raises in pitch but with how you treat this spacing assumes the music is going "low-high-low" when in fact, it can gradually get higher in spacing altogether. The placement of the objects is also a bit dubious because there's no correlation between any of the circles - It's possible to make a square or parallelogram using (1,2) as the first side as a means to compile the sounds into one grouping, or space (4) to be higher than (3) because of how the music is being treated here. But I don't need to make everything a perfect geometrical shape, also if I wanted to make the pattern feel like low high low high I wouldn't have increased the spacing on the second part so your assumption is incorrect
00:11:318 (4,7,10) - While it may seem this was intentional, I'd reconsider NC'ing every 3rd beat. My reasoning is that every group of 3 circles has their own DS but when it goes down to (4) and later (7) and (10), they too have their own grouping of specific and lowered DS. But I've said numerous times I don't like NC spamming especially when it isn't necessary
00:13:157 (1) - This NC is completely unnecessary and only adds complications to reading. The DS's are all equal between these three objects 00:13:060 (1,1,1) - so it doesn't give enough of a reason to NC each circle other than something artificial. It would also be wise to give 00:13:060 (1) - a whistle hitsound since it does belong to the grouping of NC's you had. In my recommendation, due to how the music is presenting itself, I would instead focus on trying to gradually space 00:12:770 (2,3,4,1,1,1) - these out because the music moves up the scale and in volume progressively than how you expressed it so suddenly. so while I don't like NC spamming, if I do find a reason I like enough I don't really have a problem with it, here it's about how loud that note compared to the ones around, the last one is a chord so it gets its own nc too, spacing reflect all of that too (the first nc is to avoid an awkward lone blue tick nc)
00:14:028 (1) - Would it be possible to reposition this circle elsewhere? Currently there are two former weaker beats stacked on top of this same location and with the Finish sound provided, I think there would be enough reason to give this emphasis in a way that involves the player to engage at this moment. By stacking over the two previous objects, it diminishes any emphasis provided in the music and it falls flat very quickly. no because I find spacing away 1/1 gaps while the previous was a stack to be obnoxious and uncomfortable
00:14:996 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1) - Here is where I have some of my bigger concerns - the hitsounds. I want to believe that with all the piano involved, there are a plethora of ways to go about whistling any of this entire section but the way you hitsounded this part is incredibly inconsistent. Firstly, when you hitsound this circle 00:14:802 (5) - and this slider 00:15:576 (6) - it implies that every 1's and 3's would be a whistle but you didn't use a whistle on the first circle 00:14:028 (1) -
Then I have to ask myself, why is only the blue-tick circle having a whistle here 00:15:480 (5) - ? How come the red-tick circle can't have a whistle as well? They are part of the same grouping (4,5,6) but only two of them get the whistle sounds. You show it over here as well 00:16:931 (3,4,5) - it being part of the same grouping.
It might be possible to NC 00:15:576 (6) - because of how you paired (6,7) to be part of the same whistle group. A better solution in my opinion is to NC (6) and remove the whistle from (7) but keep the same whistle pattern as the first measure being 1's and 3's. So essentially 00:16:351 (5) - will have a whistle.
00:17:415 (6,7,8,9) - How come only two circles have whistles but not the rest? The music descends beat-by-beat naturally so I find it strange that only half of the beats get attention. The same can be said about 00:17:802 (1,2,3,4,5,6,1,2,3,4) - where (6) is another strong beat, but is the start of the pianos lowering in volume. You separated (6,1) when they actually belong in the same grouping.
00:19:157 (7,8,9,1) - This is a bit off because you group (8,9,1) being the strong whistles but (7) is just hanging around as part of the stream there when it has no attention like the rest. I feel like you're trying to make it way more complex than it is, really the whistle logic here is much simpler than that; emphasizing the high notes in each of the 3 groups, first one starting here 00:14:996 (1) - second starting here 00:16:738 (1) - and third starting here 00:19:447 (1) - , really the only one I'd understand arguing about would be 00:19:447 (1) - this one because in the third group it's quite a lower ptiches one,
but that's because rhythmically hitsounding as high low low high has a nice feedback, and since those are 1/2s it's preferable, while in the streams it has less importance so the emphasizing prime
00:19:447 (1,2,3,4) - How come there are only whistles on 1 and 4 when all four objects are the same strength in piano? If you don't want to hit whistles on all four, then rhythmically, you can whistle on 1 and 3 and that would make more sense than whistling 1 and 4. Also, because there are still beats on reds, I believe these would fit better as sliders (perhaps low SV) just so it can still hit the rhythms. Low SV sliders might help bring good spacing emphasis since they'll be treated more or less as held circles. ^see just above
00:20:609 (7,8,9,10,11,12,13) - Missing whistles on this half? I get that the volume is decreasing but you can add green lines to change the volumes with the whistles (every circle after 7 can go down in 5% for example). That would be a much stronger approach than ignoring half of the piano hitsounds. Not missing any nope, also reducing the volume to reduce hitsounds additions is really obnoxious while playing especially when feedback is needed like here
00:23:609 (4,5,6,7,8,9) - I don't really know how to explain this but this looks like a reading problem. Either there's a lack of NC'ing somewhere to help distinguish the multiple rhythm snaps, or the stacking itself is placed in a way that is not intuitive to read at all. You do this well in other sections, probably because unlike the one I highlighted, they don't overlap as much on different snaps as part of the same combo. The whole thing is intentionnal as you probably noticed, this part is meant to be hard to read
00:35:705 (1) - Not a too big of a deal, but the rest of the diffs had this hitsounded as a whistle but you were the only one to use finish so... maybe whistle instead? Nein sir, this feels like a finish to me
00:43:447 (1,2,3,4) - I never understood this and why there's so many snaps and rhythms being ignored here. The music is reaching a climax but you let go too early with these 1/8 drums that aren't actually snapped to 1/8 beats, it seems this was placed purely to add some sort of convoluted sense of contrast that is incredibly unfitting to what's happening in the song. It would be far more beneficial to the song to use the snaps the music provided (either 1/3s for piano or 1/4s for drums) and use some sliders or streams to help build the climax with the music instead of falling short with these incorrectly snapped 1/8 sliders. Because it's already hard enough to read/interpret as it is, I don't need to map every single sound you can hear to make sense of what is happening. If you want to call it some fancy words I guess we can go for Selective Emphasis, as it matters more to map what represents that section rather than mapping everything you hear, there is a fine line to not be crossed here in fear of falling into the realm of absurdity.
00:54:875 (1,2,3,1,2,3) - Not the worst thing here but it's the only inconsistent pattern in this section. It'll be more consistent to have the latter (1,2,3) imitate or copy/flip the former (1,2,3) as being a triangle. Yes it is a variation that breaks the consistency, it isn't random either as it happens on the last bit of that section, also when the song breask its pattern too
01:01:420 (1) - Missing Finish hitsound on an obvious crash it is a cymbal but they both feel too weak to warrant a finish especially when the patterning doesn't support it (and it doesn't bcs it's following the melody, not the drums)
01:03:602 (3) - ^
01:18:876 (1) - Your pattern/design suggests this circle would follow the previous combo as (7) but the NC makes it awkward to look at. From a rhythmic point of view, (1) doesn't really belong here because you'd be combining two separate measures together when (1) is unique apart from the rest, there's an obvious emphasis to it that it should begin elsewhere or have an increased spacing to accommodate. To me it makes perfect sense as it is well separated from the previous grouping, also it shouldn't be expected to go back on itself as the notes aren't repeating (which was the reason it did previously)
01:21:466 (3) - Spacing is extremely low compared to everything else that's happened in this difficulty thus far and it's unnatural and awkward to play this especially when the song is having it's huge build-up moment before the kiai. I'd suggest placing this elsewhere, maybe overlapping on top of 01:20:511 (6) - to keep your structure. dropoff + half stop, then builds back up is the logic here, which I find to be fitting
01:26:102 (3) - Hitsound error Additive hitsounding
01:26:239 (1,2,3,4,5,6,7,1,2) - Clap spamming isn't suggested by the music here... I can understand the pattern as a means to show rising intensity but the music still holds claps on 2s and 4s. I don't know, this seems like a poor decision because it doesn't help follow what the song is suggesting. Continuing on, it might be wise to whistle 01:27:193 (1,2,3) - since there are strong pianos attached to them. You even have them grouped under their own combo so it makes sense to apply whistles here. I think I've discussed this part more than enough already, if you haven't read about it yet I'd encourage you to do so. Tl;dr though; additive hitsounding
01:27:602 (1,2,3,4,5,6,7) - Clap spamming might be suggested here, since the music is more pronounced and so are the instruments, but Finish spamming is a bit over the top lol (since this just suggests clap spamming as part of the music) see above ^
01:32:511 (3,4) - Should be repeat slider for consistency with 01:31:966 (1,2) - or it could be three 1/3 circles for the intonation in the song. Neither, it should be a slider leading into a circle then another repeat according to the song here, as the first 2 notes don't warrant circles, plus it helps spacing out and emphasizing the next repeat too
01:53:784 (1) - Obvious Finish is missed same reason as before, not following the drums but the melody and patterning (which follows the melody) doesn't support a finish here
HelloGoldenWolf wrote:
[Goldenwolf]
00:19:447 (1,2,3,4) - How come there are only whistles on 1 and 4 when all four objects are the same strength in piano? If you don't want to hit whistles on all four, then rhythmically, you can whistle on 1 and 3 and that would make more sense than whistling 1 and 4. Also, because there are still beats on reds, I believe these would fit better as sliders (perhaps low SV) just so it can still hit the rhythms. Low SV sliders might help bring good spacing emphasis since they'll be treated more or less as held circles. ^see just above Except those arent high low low high, these are all high pitch sounds that should be complimented with a whistle. While I see where you're coming from, a pattern like that doesn't work in this case because having whistles emphasizing the strong beats leading into a buildup should be necessary imo
00:20:609 (7,8,9,10,11,12,13) - Missing whistles on this half? I get that the volume is decreasing but you can add green lines to change the volumes with the whistles (every circle after 7 can go down in 5% for example). That would be a much stronger approach than ignoring half of the piano hitsounds. Not missing any nope, also reducing the volume to reduce hitsounds additions is really obnoxious while playing especially when feedback is needed like here Don't see how reducing the volume of this stream would be obnoxious at all when the sounds its being mapped to decrease in volume too. There's still going to be feedback, but now you can include all the proper whistles while complimenting the music with the decrease in volume rather than simply ignoring half of them.
00:43:447 (1,2,3,4) - I never understood this and why there's so many snaps and rhythms being ignored here. The music is reaching a climax but you let go too early with these 1/8 drums that aren't actually snapped to 1/8 beats, it seems this was placed purely to add some sort of convoluted sense of contrast that is incredibly unfitting to what's happening in the song. It would be far more beneficial to the song to use the snaps the music provided (either 1/3s for piano or 1/4s for drums) and use some sliders or streams to help build the climax with the music instead of falling short with these incorrectly snapped 1/8 sliders. Because it's already hard enough to read/interpret as it is, I don't need to map every single sound you can hear to make sense of what is happening. If you want to call it some fancy words I guess we can go for Selective Emphasis, as it matters more to map what represents that section rather than mapping everything you hear, there is a fine line to not be crossed here in fear of falling into the realm of absurdity. Players at this level would be able to interpret this "complex" rhythm (if you could even call it that) easily. This is a lame excuse and the 1/8's aren't fitting to the song in any sense, if you're not going to change the rhythm in this section atleast silence the sliderends... They're completely unfitting and take away from the drums in the background you do want to emphasize
01:01:420 (1) - Missing Finish hitsound on an obvious crash it is a cymbal but they both feel too weak to warrant a finish especially when the patterning doesn't support it (and it doesn't bcs it's following the melody, not the drums)This is one of the highest points in the entire song??? Not having a finish here is just absurd, and having an entire section that spams finishes like 01:27:602 - where it barley comes close to matching the intensity is just absurd.
01:03:602 (3) - ^
01:26:102 (3) - Hitsound error Additive hitsounding Lol as if, you use the excuse that there isnt a strong enough sound for a finish on 01:01:420 (1) - but you throw in a random drum finish here?
01:26:239 (1,2,3,4,5,6,7,1,2) - Clap spamming isn't suggested by the music here... I can understand the pattern as a means to show rising intensity but the music still holds claps on 2s and 4s. I don't know, this seems like a poor decision because it doesn't help follow what the song is suggesting. Continuing on, it might be wise to whistle 01:27:193 (1,2,3) - since there are strong pianos attached to them. You even have them grouped under their own combo so it makes sense to apply whistles here. I think I've discussed this part more than enough already, if you haven't read about it yet I'd encourage you to do so. Tl;dr though; additive hitsounding While i agree that 01:26:784 (5,7) - sound fine with added claps, 01:26:511 (3) - does not. If you take away the clap sound on 3 it would give a better build up feel to the jump section that follows this instead of how it is now, which makes it feel like random snare drum spam.
01:27:602 (1,2,3,4,5,6,7) - Clap spamming might be suggested here, since the music is more pronounced and so are the instruments, but Finish spamming is a bit over the top lol (since this just suggests clap spamming as part of the music) see above ^ Except in this case the additive hitsounding is just annoying and unneeded, finishes are generally used for emphasizing strong individual moments in the music and as it is now its incredibly annoying to have 80% volume finishes being spammed for a section.
01:53:784 (1) - Obvious Finish is missed same reason as before, not following the drums but the melody and patterning (which follows the melody) doesn't support a finish here Same counter point as above for this part, literally the largest climax in the song and you're just using inconsistent excuses at this point.
HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMStjpa wrote:
I looked through fdsfd's mod and I literally agree with nothing he mentioned, stop overmodding difficulties because that's how you ruin actual good stuff
like that changes anything lmaoLinada wrote:
https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct
u might need a good read of this
Yes, it will teach you something that your parents might not have taught you.fdsfd wrote:
like that changes anything lmaoLinada wrote:
https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct
u might need a good read of this
Pachiru wrote:
Yes, it will teach you something that your parents might not have taught you.