[General]
- Imo, OD 9 feels a bit too forced. The map isn't very difficult as it's mostly jumpstreams and short trill bursts on a moderate bpm. I feel that that OD 8.7 or so would be more appropriate for the difficulty and nature of the chart idunno what you mean by forced but ok, sounds reasonable
- soft-hitfinish and drum-hitfinish are the same sample. To save file space, remove the soft-hitfinish, and in places such as 01:29:650 (89650|3) - 03:42:064 (222064|0) - 03:53:098 (233098|2) - 04:15:167 (255167|3) - 04:20:684 (260684|0) - , you can just do what you did at 05:43:443 (343443|3) - and change the sampleset to drum to use the same finish sample, and then remove the soft-hitfinish. o boi ok i'll do this.
- The drum-hitwhistle sounds really quiet and hard to hear in the music. I think this sample might work better as it's a bit more hard hitting https://puu.sh/w7Jp2.wav a bit bass heavy... washes out some of the other sounds. what's there now is fine, imo
[Chilly]
SVs04:37:236 - to 04:37:581 - SVs! So I mentioned something similar in your airborne robots map, but yeah, this SV sequence averages to 0.78x because [(0.5 x 3) + 1.6] / 4 = 0.775. This makes the SV pretty hard to predict the next note as it's a slowjam when the average SV throughout this section has been 1x. If this SV were to occur in the 0.9x section, you would try to average it to that to continue making it sight readable and consistent with the overall SV in that specific section. In this case, you should change the 1.6x SV to 2.5x to average the sequence out to 1x because 4 - (0.5 x 3) = 2.5. If this feels too strong, which it does imo, I would try a gradually increasing SV like this instead:
- 04:37:236 - 0.7x
- 04:37:322 - 0.9x
- 04:37:409 - 1.1x
- 04:37:495 - 1.3x
If that feels too weak, alternatively, you could go 0.4x, 0.8x, 1.2x, 1.6x instead as your intervals.
meh, it's more fun how it is... i.e. first time through the map, sure you might mess up but on the next play (or if you've heard the song before) you might be able to react to it, and it's a nice feeling of hitting the SV part. rather than it being 'sightreadable' but not as nice looking. I went over this a bit with crono in chat, the log is up earlier in the thread and i think we arrived at something good for the map. I ended up changing this: I went ahead and made the slow down 0.65, and the speed up 1.65 which prot suggested in irc. hopefully it's a bit more sightreadable? idunno it still looks fine though. (for reference, it was 0.5 and 1.6)04:15:167 - 04:20:684 - Could also be fun to use SVs here, like a drag or something, such as this:
- 04:15:167 - 04:15:684 - 04:20:684 - 04:21:202 - 2.25x (2.5x base)
- 04:15:253 - 04:15:771 - 04:20:771 - 04:21:288 - 0.45x (0.5x base)
These SVs average to 0.9x which is consistent with the overall SV average in this section of 0.9x.
I don't think SVs really fit right here, not really an SV map the pause is an exception, just something that really fits y'knowHitsounds00:45:512 (45512|2) - 00:56:547 (56547|2) - This is more of a nitpick, but I tend to prefer putting hitsounds on separate notes if possible so that if the player were to miss one note in the chord, but hit another, they would still get some sort of feedback, even if it isn't the full thing. Anyways, it occurs tons of other times in the map, but as I said, it is just a nitpick so it's not necessary if you don't want to.
yeah i'm not the best at hitsounding (i didn't even know you could show the sample that each note has until Kawawa's post) but i will definitely keep this in mind in the future. it should be ok as it is, though, since the kick finish combo would be kinda weird if they happened independently anyway04:59:305 (299305|0,299305|1) - On the other hand though, if you choose not to do the above, I'd try and be consistent by putting the whistle and finish onto one note only here
o05:10:340 (310340|3,310340|2) - ^
k01:29:650 (89650|2) - I believe you meant for this to be using the drum sampleset for the kick? As of now, it's using the soft sampleset so it's just like a tambourine kind of sound
lol good call02:55:253 (175253|1,175426|0,175598|1,175771|0,175943|1,176115|0,176288|1,176460|0) - I'm not really sure why you chose not to add whistles here.
There's a consistent 1/4 kick in this measure. I get that it might feel stronger only on the downbeats, but it's quite noticeable imo, so I would add whistles there anyways. In that way, you could contrast the 1/4 beats with the 1/2 beats since only the 1/2 will have the hitnormal playing along side them, so it sounds like it pans to the right a bit more.
well, with the hitsound you provided the kicks definitely wash out the rest of the music with their bass... so i might edit the hitsound to be a bit less loud/dominant... main issue with your hitsound anyway. I might actually keep what i had but apply these whistles anyway.04:34:564 (274564|2,274736|3,274909|2,275081|3,275253|2,275426|3,275598|2,275771|3) - ^
03:42:064 (222064|2) - Shouldn't there be a drum-hitwhistle here for the kick like you did at 01:29:650 (89650|2) - ?
sure03:53:098 (233098|3) - ^
yeah04:15:167 (255167|0,255684|0,260684|3,261202|3) - ^
um, this is a different sound that i didn't put a whistle on in the first place, but i'll do so anyway04:36:719 (276719|1) - Add whistle for the kick here, and then replace 04:36:891 (276891|0) - with a clap since it's a bit like a kick - snare kind of thing.
ooo good call05:43:184 (343184|1,343357|1) - Add whistles here since it sounds like after the clap at 05:43:098 - , there's a short 1/4 kick roll.
erm, i don't hear it, sounds like a lighter kick that i didn't hitsound in the first placeChartwise00:06:891 - Just a suggestion, but since the 1/4 hihats come in around here, I might consider mapping them, like in places at 00:07:409 - 00:07:753 - or 00:08:184 - 00:08:788 - 00:09:133 - . Anyways, just a thought
yeah, this was intentional not mapping these, i felt it better to introduce them with the drums themselves00:24:219 (24219|1,24391|1,24564|1) - Might try avoiding stacks like this as they create patterns that are a bit uncomfortable to hit due to the constant direction changes in them. Instead, I'd suggest something like this
https://osu.ppy.sh/ss/823570600:29:736 (29736|2,29909|2,30081|2) - 00:33:357 (33357|1,33529|1,33702|1) - 00:34:047 (34047|2,34219|2,34391|2,34564|2) - Other places like the above I mentioned. I think the main thing is to try and balance those patterns across both hands a bit more evenly so that it doesn't feel like one hand is getting all the weight while the other hand does barely anything
i mean, i see what you're getting at but the streams are meant to be very linear and connected, which inherently means there will be direction changes... something like what you've suggested is a bit too broken imo, so it doesn't really go with the idea apparently it was really hard for me to think of switching a few notes around... fixed these too, since it's not that big of a deal anyway00:26:288 (26288|3,26374|2,26547|2,26633|3,26719|2) - Similar to the above, this is pretty heavy on the right hand for no reason, so I would try balancing it out more by moving 00:26:719 (26719|2,26805|1) - one column to the left
yeah but there's places elsewhere where it's heavier on the left hand, it eventually will balance out i believe. got rid of the stack thing, still kinda heavy on the right hand but this should be fine00:28:357 (28357|1,28443|2,28529|1,28615|2,28702|1,28788|2,28874|1,28960|2) - bit of an unnecessarily long trill imo. What you could do here instead though is stack the kicks with each other and make the snare the only different chord in the last two beats, like this
https://osu.ppy.sh/ss/8235728 again, a bit too broken... plus, it plays more like the first two notes are one, leaving it as a 7-ish note trill, which is not long at all by this map's standards. Looked over it again, and I switched the first two notes so that it's not that long of a trill. the rest should be ok00:45:253 (45253|0,45426|0) - Would be cool to vary the trill here and move this to col 2 instead so it changes a little after the jumps at 00:44:995 (44995|2,44995|3,45167|2,45167|3) -
I feel like there's not enough of a pitch change to warrant that. typically for the shorter trills i'll switch the lanes of the trill because the second half is deeper or w/e but here there's not that much of a change, so i think having it in one lane is alright.01:47:926 - 01:48:615 - 01:49:305 - 01:49:995 - 01:50:684 - 01:51:374 - Because the snares here are long and drawn out, I think it'd be nice to make them 1/2 LNs instead, like this
https://osu.ppy.sh/ss/8235787 if i change these, i'll probably want to change 02:03:098 (123098|2) - as well, being the same sound. however, regardless i don't feel that LNs should be for the snares, just for the long synth sounds. just personal opinion here, sorry01:48:271 (108271|2,108615|2,108960|2,109305|2,109650|2,109995|2) - Noticed this while I had my editor zoomed out lol, but you might wanna try and balance out this stack a bit cause it might be a bit repetitive to play the same note over and over for more than a measure
i have literally never noticed this while playing, it's just too slow to really be anything important pretty rude of me, but it's quite difficult to fix this without changing up the pattern even more. I still stand by the idea that it's not as noticable as the stacks in the streams, so i don't think i'll be making changes here, but hopefully it's understandable01:51:719 - I just wanna ask here why you make the kicks triple chords when at 02:02:753 - only the snares become triples. This section feels like a build up to me, so I think using a lower chord density and in general, note density, would help to give that feeling of a build up to something harder.
yes, it is a build up section, however each hit is therefore much more noticable relatively. having it be a full hand thing is much more fitting, imo, also just kicks here would be p boring let's be honest however, the synths are heavier than the kicks alone, so if the synth and kick didn't match i made it just a jump. hopefully that's ok02:39:305 (159305|0,159564|1,159822|2,159995|3,160253|2,160512|1) - Might be fun to try and separate the 2 different phrases by separating the LNs,
like this
https://osu.ppy.sh/ss/8235829 i mean, with how it is there's nice symmetry that's even on both hands, plus the LNs change lanes with the music's pitch.02:47:581 (167581|2,167667|0) - 02:47:840 (167840|1,167926|3) - Probably an out of place suggestion here, but since these pitches are the same for the synth, I might consider using minijacks, like so
https://osu.ppy.sh/ss/8235835 probably not jacking the LN, and the other minijack would be very alone in this map... very alone. probably not the place, yeah03:57:926 - Some fun stuttered vocals here, so it'd be cool to do minitrills, like this
https://osu.ppy.sh/ss/823585904:05:857 - ^
i already made the notes on the same column, (plus mapping vocals is bad /s) but srs, probably no minitrills04:04:133 - I'd start the 1/4 LNs here instead since that's the beginning of the third phrase of this calm section, as opposed to 04:05:512 - where the musical line has already begun.
the idea here is that the 'strums' i guess get much noticably longer at 04:05:512 (245512|0) - which prompts the LNs.