[General]
- Drum-hitfinish has some unnecessary silence at the end, so here's a fix http://puu.sh/uCUQL.wav
- Bit of a delay to the start of Normal-hitclap. Fix http://puu.sh/uCV5b.wav
- Soft-hitwhistle is super quiet and makes it really hard to hear over the hitnormal, so I increased the volume by quite a bit http://puu.sh/uCVGB.wav
- Why OD 9? The chart isn't difficult at all and it's not like there are any mashable bursts that might make accuracy more of a challenge. I would use 8 instead
Wew, fixed, OD is a remnant of the original file, fixed as well[Hitsounds]
00:00:059 (59|0,3809|0,7559|0,11309|0,15059|3,18809|0,22559|0,26309|3,30059|1) - And so on. I don't think using the default normal-hitnormal here sounds that good with the music imo. It's kind of annoying to hear a pretty loud drum hit. Imo, I'd just stick to using the soft-hitnormal here instead
00:45:059 (45059|3) - If you don't do the above, at least set this to the soft sampleset cause there's two hitnormals here and aaaa
00:53:965 (53965|1) - random normal-hitnormal imo
01:45:059 - Seriously, I would recommend just using something that sounds a bit softer for the normal-hitnormal, like a tambourine or something. The section here is so quiet and focused on the vocals, then you add this loud drum hit like noooooo, stop
03:13:184 - Set this SV's volume to 40% to have a consistent sample vol for the finishes (see 01:43:184 - , where the finishes added to a total vol of 40%)
03:15:059 - Increase volume to 20% here as it's too quiet just using 10%
03:29:590 - use a green line to set the volume to 40% to make it consistent with the rest of the double finishes
03:29:746 - change it back to 20% here
03:33:809 (213809|0,213809|1) - Set to drum sampleset
03:34:277 - it's so louddddddddddd
03:50:059 (230059|2,230215|3,230215|0,230371|1) - Inconsistent volumes with the rest of the section because there's less notes being hitsounded here, so the first note is 20%, then the jump plays at 40%, and the single note plays at 20% again and aaaaa
03:55:684 (235684|1,235840|3,235840|0,235996|2) - ^
04:14:590 (254590|2) - Double hitsound, remove whistle
04:15:527 (255527|1,256465|2,257402|1,258340|2) - and so on. These need to be at double their current volume in order to be consistent with the jumps at 04:15:996 (255996|0,255996|3,256934|0,256934|3,257871|0,257871|3) - and their volume
Currently reset HS to 40% softl, will redo[Chart]
00:11:309 (11309|2,13184|1) - Imo, would be better to switch hands so that the first LN is in 2 and the second LN in 3 -
Fixed00:15:996 (15996|1,16309|2,16934|2,17559|2) - Similarly, I think it would be easier to play if you isolated the different patterns onto different hands, so LN in 3 and short notes in 2? -
^00:32:871 (32871|3,32871|1,33184|2,33184|0,33496|0,33496|1) - Shouldn't these be single notes since the notes in the beginning at 00:06:621 (6621|1,6934|2,7246|3) - were singles too? The intensity of the sound doesn't seem to have increased so I don't see a reason for making them into jumps now -
Double because the music is more "intense" here. You can hear the 1/6 snaps, plus I want to break up the repetition00:40:371 (40371|2,40371|0,40684|1,40684|3,40996|2,40996|3) - Similarly ^ -
^01:00:684 (60684|0,60684|2) - Don't see why you put the emphasis on the 1/3 after the downbeat. -
01:00:059 (60059|1) - You can hear the filter being removed at this note, therefore I add more emphasis01:00:059 - I think you're missing a note here for the downbeat. -
Whoops01:08:496 - Imo, I don't really think you should suddenly start adding jumps every 2/3 since there hasn't been a clear change from the music to indicate a change in the structure of the map yet. I'd wait to increase the note density at 01:15:059 - instead -
See previous comment01:15:059 - Going off the above, the music is building but you dropped note density here instead, which is like ???
??? because all you've done is add an LN, but the section is still easier than the previous one. -
Due to the vocals being introduced, and the difficulty of the map, I don't want streams combined with LN's (plus I kinda feel like this section is the eye of the storm, with the vocals and everything)01:43:496 - Lord help us on these SVs. This is unreadable imo, because the player's probably expecting a speed up here since you used a slower SV at 01:43:184 - . If you want to average the SV to be 1x, then the value at 01:43:496 - should be 2.4x. Buttttt, that's pretty unreadable imo, so what I would do is this instead
- 01:43:184 - 01:43:652 - 1.3x
- 01:43:496 - 01:43:965 - .4x
- 01:44:121 - 01:44:277 - 01:44:434 - 1.5x
- 01:44:199 - 01:44:355 - 01:44:512 - .5x
- 01:44:590 - 1x
-
MY PRECIOUS SV's D:02:00:996 (120996|0) - I would make this an LN since it's part of the vocal. -
But, 02:00:059 (120059|3,120996|0,121934|1) , bell?02:00:840 (120840|3) - I would also end this at 02:01:934 - and add another note there in 3 for the piano, so that the LN ends are capped. -
I hate this, but I have to, due to the difficulty of the map ;w;02:23:184 (143184|1) - Move this to 4 since it's the same pitch as 02:23:340 (143340|3) -
1/3 minijacks '_>'02:33:965 (153965|2) - I don't see why you wouldn't end this at 02:34:746 - for a clean cap -
Because clean caps are not anti-meta02:43:184 - For this, to represent the gliss of the synth, I think it would be better to overlap a lot of the LNs, like this
http://osu.ppy.sh/ss/7530275 -
Thank you very much! I've been struggling how to recreate the gliss with the LN's, perfect!02:45:059 - In this section, I feel like using quads is overdoing it because the sounds aren't even that emphasized. It's only the synth here, so imo, just using jumps would be fine, hands at most. Doing that would allow you to connect the ending of the LNs like this
http://osu.ppy.sh/ss/7530299 -
But, that destroys the jumps AND makes it awkward to play, so no02:58:184 - And to add to the above, you stop using quads here and Im confused as to how you're supposed to be chording this *sobs* -
Wew, nice consistency Chrono!03:29:121 - 03:29:434 - Since there are two low kick sounds here, I'd make these jumps, like so
http://osu.ppy.sh/ss/7530309 -
Thank youuuu, another sound I couldn't quite figure out!02:52:207 - Why are the SVs here 1/4 when the Svs have all been in 1/3 or 1/6? -
02:52:090 (172090|3) - The sound this note is for feels really short, so I think using a simple short note would be better for it. -
With the fixed SV, it works03:52:090 - 03:52:324 - 03:52:559 - SV here feels redundant cause there's no pause in the synth or anything to warrant a jump between notes here. And since you haven't used SVs like this for the entire time that you've had the triple spam -
There's a gritty sound, plus the LN's disconnect, hence I put it there. I might remove it if players feel the same way (if it's too "random")04:00:293 - 04:01:230 - 04:02:168 - and so on. I don't think having an SV sequence end before the LNs do is a good idea. Rather, I'd put them at 04:00:371 - 04:01:309 - 04:02:246 - and so on, and make the value 2.8 to average to a 1x SV -
Remnants of the original file, fixed, but different03:43:184 - Don't really get the point of these gradually speeding SVs. I would just leave it at one value and then use a bump right at 03:44:434 - or so, then go from there. -
Just for style, shouldn't be an ranking issue, right?03:44:590 - As for this, I would try using a glitchy kind of effect here that averages to 1x. So stuff like this
- 03:44:590 - 03:44:746 - 03:44:902 - .5
- 03:44:668 - 03:44:824 - 03:44:980 - 1.5x
- 03:45:059 - 1x
03:59:590 (239590|3) - Fixed these as well with previous SV suggestion