Man, why is everyone using red...
People, please calm down. Don't let things get messy through "who can shout the loudest". It only slows the whole process down and irritates everyone.
First things first, just as I was checking the thread.
biemote wrote:
Tofu1222 wrote:
[Bie's ADVANXED Lv.9]
- From 00:13:580 - , the layering are mostly using the same note amount as EXHAUXT, so I really suggest you to nerf a bit in your diff: using double notes twice only in a bar, which looks like https://osu.ppy.sh/ss/9799367. →no change...
No change because? It's fine to deny changes, but you need to provide backup as to why you think keeping it the way it is is better (just saying "it will make it worse" doesn't count). That way other modders will see this and could potentially understand your intentions a little more, as well as properly resolving the issue. This is important especially with the transition to moddingv2 since it will appear to people like you're randomly denying things and people will simply reopen the issues.
Next person.
Eedow wrote:
Tofu1222 wrote:
[Eedow's INFINITE]
- 00:05:616 (5616|1) - You forget to delete this.
I Actually deleted this, but I can hear it clearly when I offed the hitsound. So I didn't forgot
This is an issue of consistency now. For this only you have four but others have three, players will be expecting here to have 3. And indeed, even if here is a sound as you said, it is too weak to be noticed when playing in 100% speed so players won't notice that sound clearly but rather feel a bit weird to have 4 notes only here. Please keep consistent for your beginning.
I've said I can hear it CLEARLY. Though not all players can hear it, some will be weird because notes there are playing delayed sounds, ONLY that is UNNOTED. Yes, you are right in that there's a sound there, as well as after all of the other 3 note stacks at the start. On the other hand, you'd have to be listening at a 25% playback rate and trying to listen just for that sound, and only then can you hear it. To me, that means the sound is more or less non-existent and not really worth mapping, but you're the mapper, so it's up to you. It does remain important that it's done consistenly, so either all of them are 3-note stacks or all of them are 4-note stacks, but not a mix of both.
Another issue is 01:41:801 (101801|2) - this one because it is really weird to have two LNs of different length here ONLY. And I don't see logic behind this when you are only catching one line of melody in this part. I think 01:41:801 (101801|2) - this should be deleted.
That's an higher pitch than those same-pitch sounds. If I delete it, it will be the same pattern as 01:40:873 (100873|1) , that's stupid.
Well change the pattern then. Simple. I really don't think representing this sound with two LNs of different lengths is a good idea, since the shorter LN isn't really representing anything concrete; just acknowledging that the synth is different through this doesn't really work in my opinion. Break the 4132 LN pattern instead; you could change the direction instead, something along the lines of this is an option.
Again, please remain calm and the whole process will be much smoother.
Also HXJ_Crafter I need to slap you for using GRV as a diff name in an sdvx 2 song when that name as a diff didn't exist lol