you replied to milan but not irreversible, idk if you forgot to or not ~
I actually remapped the entire diff after he modded it >.>Kisses wrote:
you replied to milan but not irreversible, idk if you forgot to or not ~
HappyRocket88 wrote:
Heeeelllow!
OD seems somewhat low; I think it would be nicer if you could raise it up to 6 or 6.5 knowing that the density of objects scales up from normal to this hard.
00:06:535 - vs 00:12:935 (1,2) - 00:18:935 (4,1) - I think the first section deserves to use the same 3/4 slider rhythm effect of the other two sections because as well as them, it holds a very similar sound which can be emphasized. I don't want to put that sort of emphasis early on in the map because it would make the other 3/4 patterns not very special.
00:12:935 (1,2) - This pattern, in particular, may be a bit hard to click since as its the first one, players could misclick due to the timing. I think it would be greater if you could handle it as you did here 00:18:935 (4,1) - In this way, the timing would be more predictable and would south the way players aim in this segment. The reason 12 and 18 are different is because 12 actually has a sound on the 1/2, whereas 18 does not. I do, however, agree with you on the playability of it. I don't know how to fix it though ;w; help
00:20:135 (4) - 00:21:735 (4) - Just a suggestion but talking from NC interaction, you keep NC'ing this sound 00:20:935 - each time it comes up, so I believe it would be more consistent if you could add NC to those objects as well! eeee okay!
00:22:535 (1,2,3) - The motion that these sliders create here is very clutter. Despite it looks it was made intentionally, it doesn't give the effect the instruments are giving here since they're partially visible. How about placing them in a way that they could transit more nicely to each other? This is an idea I like it but what about the 1/1 slider I have after this pattern? 00:25:735 (1) - This is the only time you used a reverse to emphasize this section. It doesn't look bad but the way this slider is highlighted isn't good 00:26:335 (2) - since it makes this important sound 00:26:535 - being offbeat. I think it would be nicer if you could remove the reverse and make these sounds 00:26:135 - 00:26:535 - to be clickable as you have used consistently though to the kiai. eeee okay ;;
00:37:735 (4,1) - I'm not sure if this is intentional or not but this plays very awkward. I think it would be more catchy if they could see these objects more visible so they won't get confused by the sudden overlaps and the effect of the hit bursts. I tried to do something ^^;
00:46:535 (1,3,5) - Same would apply with these I like this one though~
Tons of luck! >w<
Gabe wrote:
rdm mod
HOS's Easyi think this is the most polished diff. thanks mate
- 00:49:735 (3,4) - just so the circle (4) doesn't look like it is over the circle (2), move it to x:296 y:176 and to make sure the previous slider still makes a great flow with this circle, rotate it by 11degrees. stacked the circle to (2)
example
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Veridian wrote:
Mod reply lol
Okoratu wrote:
yo dude any status on this???
Blitzy wrote:
Cool and awesome map man!