00:15:172 (3,4,5) - really not a fan of this. the jump between 00:15:172 (3,4) - is not really justified gameplay or music wise. just attach normally attaching normally vs having it like this wont make big noticeable gameplay changes at all, the visuals will only prepare player for stuff later on
00:15:821 (1) - blanket 00:15:659 (6) - ? due to broken mouse i cant do nazi stuff well
00:16:145 (2,3) - same here
00:18:902 (2) - ctrl+g reason? i feel current antiflow works with emphasis
00:21:010 (1,2) - considering your large 1/2 spacing this falls out of line i nerfed the intro, should feel better now
00:22:632 (1,1) - inconsistent with 00:22:307 (1,1) - and 00:22:956 (1,1) - its actually an increase, it was meant to be
00:32:685 (1) - why not continue the curve? emphasis, but ill remove stream here, too spammy
00:39:091 (4,1) - since you are decreasing the stream spacing 00:38:766 (4,1) - here, why increase it again and make 00:39:172 (1) - fall out of line? the sounds are really decreasing tho???? removed the last part of the stream in the nerf tho
00:57:010 (1,2,1) - spacing error 00:57:010 (1,2) - should be further apart to me this is not a consistency error, using small spacing like this will have bigger impact on the finish after this
00:59:848 (5) - overmapped, cant find anything on that blue tick in the song i can
01:06:415 (1,2) - very harsh spacing, tone that one down a bit i'd say, this is the diff after hard after all i feel you're underestimating slider leniency here... yes the gap is 1/4, but it plays almost the same as (1,2) after this
01:12:091 (2,3) - reverse 01:12:253 (3) - and move 01:12:091 (2) - somehwere around x209 y99 to fix the weird flow to me this flows well, due to slider leniency , this can almost play like (1,2,3) ds snap pattern
01:13:388 (2) - reverse that one as well
01:17:767 (1,2) - as mentioned above
01:18:334 (2) - this plays awkwardly, just have circles here circles = way too dense, this is much easier and i dont think this rhythm is hard to catch at all...
01:21:172 (4,5) - linear flow and a pretty large distance to cover, i'd tone it down maybe place it next to 01:21:172 (4) - (as in above it) ur right, reduced a little
01:41:118 (1,2) - as mentioned above
01:58:550 (2) - same thing as i said previously, just have circles here
02:00:902 (1) - this looks pretty bad maybe something like http://puu.sh/rzOaR/fe90a02283.jpg i prefer my version
02:01:794 (4) - although there is a faint hint in the music this is overmapped as well in my eyes since the sound is just the lead up to 02:01:875 - , so yeah, just remove it i think you answered your own concern here, there is indeed a sound here? also to keep consistency with the kiai pattern 01:28:064 (4) -
Considering this is the difficulty after hard, this is wayy wayy too difficult considering you have a very tame hard difficulty as well.
The gap is insanely big 3,12* > 4,79* that's more than 1,5* in difference. sometimes i couldnt really understand some of your points due to no explanation so i hope i interpreted everything. regarding spread problem; you're completely right, i was given the task to create something in the range of 4.2 and 4.8. it turned out to be harder. i discussed this with the mapper and i was actually expecting another insane to be added.. but it seems this was not the case.. i nerfed the diff a bit... i hope this is acceptable now thank you
- 00:57:172 (2) - 01:17:929 (2) - pay attention to the inherited point the object is barely audible now
- 00:59:848 (5) - same ^, also change this to normal sample it would justify the little overmapping here
- 01:28:064 (4) - 02:01:794 (4) - again the volume for all volume, thank you for noticing. i blindly copied the hitsounds from another diff, how careless of me to not check again. remove all 5% lines, since they werent compatible with my diff
- 01:16:145 (4,5) - blanket a bit
- 00:18:902 (2) - ctrl+g would be better? i feel antiflow is better for emphasis
- 00:21:010 (1) - stack with 00:19:713 (1) - ← this slider's tail? actually now (1,2,3,4) is zigzag placement lol, want to keep ><
- 01:18:496 - I think the sound on this blue tick is quite obvious and can't be ignored. You may take what you made in 01:20:848 (2,3,4,5) - as reference, which I think is much better than the previous one. youre completely right, i fixed it, but im not sure if this is good for playing.... this part so weird lol
Nice and clean map as usual~ Good job apple-chan Love your mapping style always <3 stella so cutie
- Yoshimaro - wrote:
00:13:713 (2) - jump feels OP for difficulty especially since i cant hear anything its supposed to be emphasizing that heavily taking in account slider leniency, this is fine to me
00:13:226 (1,3) - fix ??
00:22:307 (1,1,1,1) - maybe gradually space them farther from eachother as the hitsound volume increases? it actually does lol.. maybe not too obvious... ill rearrange!
00:31:875 (4,5) - since i cant hear anything on 00:31:956 - , maybe consider turning these 2 notes into a 1/4 slider with a muted slider end, it looked and felt overmapped i can hear sound here
01:15:172 (4,1,4) - comfort 01:15:172 (4,4) - with 01:15:496 (1) - a bit better i think i dont really now how to handle this part anymore... i want to emphasize all sound, but spread needs to be kept aaaaaaaaaaaaaaaa[
00:51:821 (3) - moving it where 00:50:848 (1) is could look better want to keep hexagon like shape orz@ohad: i cant increase spacing no more.. need to keep spread
02:01:794 (4,1,2) - move them all together a bit upper to look like this http://prnt.sc/cr2c0w (just to have clear the slider path with the sliderend) i think your idea is amazing, but i cannot keep consistency with 01:28:145 (1) - this way
@fcl: remove all 5% line thanks!
@kujinn: reply should be somewhere in the others'
thank you all for modding!! http://puu.sh/rC86j/6fe15a0235.zip