no answer = accepted
Lasse wrote:
https://osu.ppy.sh/s/431010
[general]
drum-hitfinish2 is way louder on the right channel and pretty quiet overall
lots of silence after most hitsound files wating a good amount of space
this should fix everything: http://puu.sh/pFtVy/52ad157709.zip
other stuff seems fine ty fam
[hitsounding]
00:11:375 - 00:12:610 - would work well with gradually increasing hitsound volume to match the song volume //same for 01:01:140 (1,2,3,4,5,6,7,8) -
00:36:787 (1,2,3,4,5,6) - where are the hitsounds ;_; at least some soft whistles
01:11:022 (1,2,3,4) - might want some finished or sth for this part I like it how it is.
01:19:493 - whistle on spinnerend for piano would fit
[i]
00:06:434 (4,5,6) - ew pretty linear speedup ; \ some more acute angle here would be nice, like putting 00:06:963 (6) - on 00:06:081 (2) - or sth that keeps the structure
00:08:198 (5) - if this gets a jump 00:07:845 (3) - should too, it's liek the same thing Except that there isn't a drum sound. :p
00:09:434 (5,6,7) - would reduce spacing for the triple so you get a nice increasing thing on 00:09:169 (3,4,5,6,7,8,9) - which fits the song nicely here. or put equal spacing on all 3
00:09:963 (1,2,3,4,5,6) - why not immediately start with a square? looks much more organized http://i.imgur.com/6yVY6aH.jpg
00:20:022 (2,3) - mapping it like this once is kinda weird since it's just a triple/rep.slider all other times. if you want variation at least do it more often/consistently The drum hit here is way louder than all the others which is why I put a kickslider here.
00:42:081 (1) - some for of sv change/unique shape or anything to emphasize the vocal (which seems to be your idea here judging from the nc) better would be good here
00:44:904 (5,6,2,4) - generally for overlap patterns like thise actually having them overlap the same amount, maybe even the same angle/mirrored makes for much cleaner visuals
01:07:846 (4,5,6,1) - more acute angle would make this speedup play much better
01:10:669 (6) - no jump for this finish ;_; Because I'm still following vocals. The finish hitsounds are just there because there are some in the music.
so many spots like 00:42:963 (4,5) - where you could actually use the outer parts of the playfield afterwards but it seems to always transition back to the middle which makes feel really center heavy : \
[h]
00:10:845 (5) - might actually want to fix spacing here cause it makes 5 get a followpoint unlike the others which looks weird lol
also fixing some other patterns where autostacking throws off your even spacing by a noticeable amount, like for example 00:15:610 (1,2,3,4,5) - would be great
http://i.imgur.com/sH2wZpC.jpg like the main reason ds is used is for nice even visuals, nobody is going to misread a pattern cause of a sudden 0.2x change, but if not even the visual thing is given then gg ds
00:11:728 (1) - doesnt need nc spam, you didnt even do that on insane and it doesnt really fit patterning or music // 01:01:140 (1) -
01:10:140 (2) - rip any for of emphasis, suddenly shifting to this which even puts cymbal on a repeat ;c As in Insane.
besides the visuals being killed by distance snapped stacks this seems mostly fine
[e]
00:35:022 (4,2) - why not just sth like http://i.imgur.com/BuVbwVj.jpg for bit better readability instead of suddenly having 00:36:434 (3) - pop up under the hitburst
01:09:610 (3,4,1) - really easy to misread for beginners, movement on 3 leads more towards 01:11:022 (1) - which also appears way before you have to hit 01:10:669 (4) - try sth like http://i.imgur.com/H8PyOqi.jpg ?
01:15:257 (1) - i'd start this later to let people actually click that last strong sound What? D:
gl