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The Flashbulb - Hymn To The Unobtainable

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Kroytz
Manul
General:

https://osu.ppy.sh/ss/9817771 - I get that it's only a hard diff and blah blah but how is it that for a 3 minute song only ~75% of the editor space is used up? Makes me kinda sad. Even the Normal diff manages to capture more area with less density so I mean, yknow..

00:24:694 (1) - Overmapped repeat? Sounds really off here should probably be either a circle or 1/4 slider at most

00:24:906 (1) - Also feels a bit weird since the crash is on a repeat. Maybe a triple on white and on the red tick you have a 1/4 slider it could work better to capture the song

00:27:441 (1) - Finish

00:31:666 (1,2,3,4,5) - Can't say I understand much of the spacing differences here. Only thing I can make out is that (3) is a finish with higher relative spacing but so is (5), yet, (5) is weaker?

00:39:061 (1) - I don't believe this is 1/8. Seems overmapped to me, especially for a low diff like this will throw players off easily.

00:41:596 (1) - Seems incorrect too as I stated once before

00:41:807 (1) - And of course can also try the triple -> kick thing so that the Finish sound is clickable and not covered up by a repeat slider

00:49:624 (1,1,1) - This is bound to cause issues to the diff's intended audience... Like, three sliders that all look the same but the repeats are so unusual. I guess it's more of the first repeat slider since the last two are even with each other. I dunno, I'd try find a better way to make this not be so confusing to the player. To me, really, this doesn't sound like repeat slider rhythms. Just typical 1/2 or even 1/1 slider stuff. It's a Hard diff afterall

00:51:525 (1,1) - You'd also think these would be similar but the latter slider is one 1/4 shorter so it's kind of like huh? well thats odd.. brings more surprise to the player. The first slider could just be a 1/2 with a 1/4 circle at the end. Cuz then like, you have this stuff 00:55:751 (3,4) - which looks almost the same as what i pointed out initially but this one has two 1/4 double repeats e.e

01:13:920 (1,2,3,4,1,1,1,2,3,4) - imo this is poor space usage. everything feels too cluttered around this area for seemingly no reason. why not just move elsewhere with 01:15:610 (1) - it can point in a different direction and not clutter everything up.

01:21:103 (3,4,5,6,1,1,2,3,4,5,6,1,1,1) - I guess the same can be said about this overall space. It's so confined...

01:23:955 (7) - NC this since it's the same as (6)

01:36:314 (1) - Triple repeat?! Oh my.. why can't it just be double repeat and circle at the end.

01:57:230 (1,1,1) - Same possible confusion regarding snaps as I mentioned before.

Dunno, I didn't get to point out as much as I would have liked to with this difficulty because I feel similar things recur too often. There are probably a lot of snapping inaccuracies for the sake of... im not sure :< I understand all the drum nuances but for a Hard diff, it tries a bit too much to 'trip' the player up with odd snappings. The space usage is very restrictive too, so... i dunno how to feel :?

Light Insane
00:16:877 (1) - Finish?

00:34:624 (1) - It might be okay to NC this for the different snap. Might pose a reading issue thing for newer players otherwise

00:38:849 (2) - This could look more even..

00:38:849 (2) - can't really agree with this shape. It feels completely out of place in relation to your previous sliders and the complimentariness to (3) is non-existent.

01:51:103 (6) - Could also NC this since the combo number gets pretty high

This diff works pretty well~ don't know what else to say :)

My biggest gripe is that the Hard diff uses more complex rhythms than the Light Insane and perhaps even the Insane diff too at times with the 1/8 and awkward repeat snaps. I like the transition from Light Insane to Insane, feels pretty natural but the Hard diff should probably get rethought out with some of the things I mentioned. Mostly space usage (since objects tend to circumvent each other quite needlessly) and simplification of rhythm.

Best of luck~
Topic Starter
Mismagius
so uhm...

is there anything i can do about that? or is it a "remap or remove" situation for the hard diff? like seriously, i've waited for so long to get a single BN for this, it's not really motivating to hear that now..
Kroytz
I don’t think it needs remap per se – especially doesn’t need to be removed – as I was only trying to be constructive. :?
Some stuff may have been nitpicky, other things I’ve mentioned I believe were reasonable concern.

If Manul wants to disagree with my points, he can reply and let me know why and then you can move on with your set, isn’t that how modding works? What if this set gets qualified and another nominator DQs for reasons similar to mine, would you rather risk something like that and have to wait much longer? To me, that’d be even more demotivating.

Sorry if I made things worse for you, I only wanted to be helpful. But I really do wish the best of luck to you :|
YellowManul

Kroytz wrote:

Manul
General:

https://osu.ppy.sh/ss/9817771 - I get that it's only a hard diff and blah blah but how is it that for a 3 minute song only ~75% of the editor space is used up? Makes me kinda sad. Even the Normal diff manages to capture more area with less density so I mean, yknow.. my bad

00:24:694 (1) - Overmapped repeat? Sounds really off here should probably be either a circle or 1/4 slider at most fixed

00:24:906 (1) - Also feels a bit weird since the crash is on a repeat. Maybe a triple on white and on the red tick you have a 1/4 slider it could work better to capture the song fixed

00:27:441 (1) - Finish fixed

00:31:666 (1,2,3,4,5) - Can't say I understand much of the spacing differences here. Only thing I can make out is that (3) is a finish with higher relative spacing but so is (5), yet, (5) is weaker? fixed spacing on (3)

00:39:061 (1) - I don't believe this is 1/8. Seems overmapped to me, especially for a low diff like this will throw players off easily. fixed

00:41:596 (1) - Seems incorrect too as I stated once before fixed

00:41:807 (1) - And of course can also try the triple -> kick thing so that the Finish sound is clickable and not covered up by a repeat slider oki owo

00:49:624 (1,1,1) - This is bound to cause issues to the diff's intended audience... Like, three sliders that all look the same but the repeats are so unusual. I guess it's more of the first repeat slider since the last two are even with each other. I dunno, I'd try find a better way to make this not be so confusing to the player. To me, really, this doesn't sound like repeat slider rhythms. Just typical 1/2 or even 1/1 slider stuff. It's a Hard diff afterall changed the pattern into 1\2 thingies :v


00:51:525 (1,1) - You'd also think these would be similar but the latter slider is one 1/4 shorter so it's kind of like huh? well thats odd.. brings more surprise to the player. The first slider could just be a 1/2 with a 1/4 circle at the end. Cuz then like, you have this stuff 00:55:751 (3,4) - which looks almost the same as what i pointed out initially but this one has two 1/4 double repeats e.e fixed

01:13:920 (1,2,3,4,1,1,1,2,3,4) - imo this is poor space usage. everything feels too cluttered around this area for seemingly no reason. why not just move elsewhere with 01:15:610 (1) - it can point in a different direction and not clutter everything up. i tried

01:21:103 (3,4,5,6,1,1,2,3,4,5,6,1,1,1) - I guess the same can be said about this overall space. It's so confined... ^

01:23:955 (7) - NC this since it's the same as (6) fixed

01:36:314 (1) - Triple repeat?! Oh my.. why can't it just be double repeat and circle at the end. fixed

01:57:230 (1,1,1) - Same possible confusion regarding snaps as I mentioned before. fixed

Dunno, I didn't get to point out as much as I would have liked to with this difficulty because I feel similar things recur too often. There are probably a lot of snapping inaccuracies for the sake of... im not sure :< I understand all the drum nuances but for a Hard diff, it tries a bit too much to 'trip' the player up with odd snappings. The space usage is very restrictive too, so... i dunno how to feel :?

thanks for the mod owo)/
tried to reduce "1/8 things", feels like i made it even worse, brb kms
diff (will fix hitsounds soon): http://puu.sh/yLEWE/85a65735a1.rar
MeekiBriks
Hiya :D , saw your twitter post and thought I'd take the time to mod the light insane. As you can probably see, I kinda got carried away... so here we go.

General Mapset Comments:
No Kiai usage? 01:58:286 (1) - or 02:12:230 (6) - onward both feel intense enough to me to warrant some Kiai time.

Hitsounds were too quiet at times and this was especially noticeable when I was going for an fc on the light insane and a couple times I thought that I had surely missed because I didn't properly hear a hitsound. Maybe just increase some of the lowest volume ones a bit (object references refer to the light insane cause thats the one I started modding first) like 02:02:511 (1) -, 02:10:751 (11) -, 02:15:504 (3) -, 02:30:610 (2) - and others. I'd like to see some hitsound increases over all diffs tho.

Easy
General -
Quite a challenging easy diff although there's not really much you can do to change that. CS decrease to 3 only reduces SR by 0.01*, simplifying rhythms like 02:18:568 (2) - causes the map to lose a lot of impact and a SV decrease along with re-distance snapping everything will probably have the same result as a decreased CS. Maybe make the HP drain a teeny bit more forgiving just so a new player is less likely to die, HP2?

Object Related -
Allllll blanket related issues and that's just cause perfect blankets are a drug.

00:35:469 (3,1) - Maybe move combo 3 to x=398, y=147 for a slightly better blanket. Or keep 3 in the same place and muck about with slider ends to keep 3 at 1x distance snap. (My position makes it Prev: 1.02x and Next: 0.98x).
01:01:244 (1) - Can't perfectly blanket cause of the slider shape but it could be aligned better. This pattern 01:02:512 (2,3,1) - might need some slight changes to prevent 01:03:356 (1) - stacking 01:01:244 (1) - and ruining the blanket.
01:07:582 (1) - Blanket, slider head at x=483, y=103
01:11:807 (1,1) - Blanket slightly off but off evenly and due to the time difference probably unnoticeable.
01:21:314 (1,1) - This blanket is much more off than the one previous but once again the time distance probably makes it unnoticeable.
01:57:441 (3,1) - Blanket slightly off on slider head and tail of combo 1. Left click and hold with Grid Snap and Grid Level 4 moved it into a better position for a perfect blanket.
02:06:737 (1,2) - Blanket off. x=444, y=360 puts it in a good position for good blanketing.
02:08:849 (1,2) - Blanket. Adjust combo 2 mid and tail node to fix.
02:10:962 (1,2) - Blnkt. Change combo 2 position and nodes.
02:32:089 (1,2) -
:b:. :level_slider: :curly_loop: :small_red_triangle_down: :ok_hand:
.

Otherwise no complaints, really like your object placement and slider shapes here. Probably gonna borrow a few ideas for my easy diffs.


Normal
Object Related -
00:26:596 (3,4) - This pattern might suit a part of more intense music cause of the change in direction, maybe somewhere like 01:08:849 (3,4) - which would make this pattern much more impactful.
Similarly object placement/orientation of 00:51:948 (3,4) - and 01:08:849 (3,4) - are a bit boring when compared to 01:06:737 (3,4) - and 01:15:187 (3,4) -. They're more similar to the shapes from the previous section like 00:32:934 (3,4) - and 00:35:047 (3,4) -.
Maybe take a look at all usage of object rhythms similar to above and see if the song might be better represented with a pattern that forces a change in direction.

02:37:159 (2,3,4,1) - Kinda nit-picky but maybe complete this half octagon?

01:05:469 (1) - Ok if you thought the previous was nit-picky this is even worse, blanket is slightly off. Maybe move slider tail node position to x=213, y=95/y=96.

02:44:342 (3,1) - Dunno if this is meant to meant to be a blanket but its pretty close to being a blanket so

02:46:455 (3,1) - Needs slight adjustments to become perfecto blanketo.

Solid rhythm choices and showed me an interesting way of changing direction which are pretty cool ( 01:34:201 (3,4,1) - and 01:36:314 (4,5,1) - to show but a few).


Manul's Hard
Checked through the post-Kroytz modded version, definitely better imo. Although I would prefer to see a better way of distinguishing between, 2 repeat and 3 repeat sliders like this pair here 01:44:765 (1,1) - . They have a NC but maybe it would be better to have a consistent visual style for all sliders of a respective type?
3 repeats and longer, linear.
2 repeats, curved.
Anything not 1/4 snapped like 00:58:920 (1) - angular?
A consistent slider visual style like what I mentioned, introduced early on in the map might help a bit.

I don't think I'm good enough a modder to really comment on anything further so I'd definitely look for some more mods on this diff.


Light Insane
General -
01:24:483 (1) - I feel like a reduction in slider velocity would work well from linked until 01:39:272 (1) - and at 01:43:497 (1) - until 01:49:835 (1) - . This is because I feel it would better represent the sudden changes in song intensity at 01:23:638 (5,1) -, 01:39:272 (1,1) - and 01:47:723 (1,1) - . The last two of which might be covered solely by the rhythmic density increase and the change from 1x to 0.8x at the end is very distinct so maybe this might not be appropriate IDK.

Object Related -
Pretty much only slider shape comments here, mainly cause this diff is pretty sveet already. Once again solid rhythm and flow choices that really fit the song.

00:39:272 (3) - Maybe curve this similarly to 00:38:849 (2) - and better represent that small drum roll. You did something later on with it here 01:46:455 (2) - .
01:23:638 (5) - As above
02:31:244 (4) - As above
01:56:173 (1,2) - I think it shows up here as well but the spooky excited synth takes centre stage making it barely audible so maybe don't do it here.
01:57:441 (5,6) - Here represents it quite well cause its a roughly similar shape to 01:46:455 (2) - which is pretty cool.

01:13:920 (1) - Feels out of place compared to all the other sliders in the section being similar to 01:20:258 (1) - . Can't hear a distinct sound this shape is representing compared to the simple curving ones but it plays perfectly fine atm so I'd only change it to keep aesthetic consistency.
01:30:821 (1) - Pretty much all of the slider shapes in this section are quite interesting compared to stuff in the previous section similar to 01:20:258 (1) - . To follow up on my previous point maybe have interesting slider shapes in this section and for faster more rhythmically dense sections stick to those simple curves?
02:06:737 (1) - Same reasoning as above two


Insane
I'd just like to say that this might be my new favorite map of yours, I love this style of mapping and you've done it reallly realllly well. Everything feels completely natural to play and I'm definitely taking this into multi lobbies.

Object Related -
00:20:892 (8,1) - This has (I think?) the largest spacing out of all objects in the map and its in a relatively calm section. I'd reduce the spacing just a tad but that's only because I keep on missing it, therefore it might not need any changes.

I think that's probably my only criticism on this diff other than the general mapset comments I made so I'd just like to say that 02:09:694 (5,6,1,2,3) -, 02:24:800 (5,1) -, 02:26:913 (3,1) - and especially 02:29:448 (2,3) - are all absolutely delicious.

Really love this set, I hope you have a good time finding BNs cause I wanna see this ranked.

Now it's time for me to start writing up a mod for ECCO to Okan Daibingu so you might get that at some point if it goes well.
Topic Starter
Mismagius

MeekiBriks wrote:

Hiya :D , saw your twitter post and thought I'd take the time to mod the light insane. As you can probably see, I kinda got carried away... so here we go.

General Mapset Comments:
No Kiai usage? 01:58:286 (1) - or 02:12:230 (6) - onward both feel intense enough to me to warrant some Kiai time. i don't really like using kiai on my maps :(

Hitsounds were too quiet at times and this was especially noticeable when I was going for an fc on the light insane and a couple times I thought that I had surely missed because I didn't properly hear a hitsound. Maybe just increase some of the lowest volume ones a bit (object references refer to the light insane cause thats the one I started modding first) like 02:02:511 (1) -, 02:10:751 (11) -, 02:15:504 (3) -, 02:30:610 (2) - and others. I'd like to see some hitsound increases over all diffs tho. i'm not usually a fan of low volume hitsounds but in this case since i'm following the drums it feels really awkward when the hitsounds are high volume and it's kinda conflicting with the map imo. i like it as it is, and when playing it doesn't really feel bad

Easy
General -
Quite a challenging easy diff although there's not really much you can do to change that. CS decrease to 3 only reduces SR by 0.01*, simplifying rhythms like 02:18:568 (2) - causes the map to lose a lot of impact and a SV decrease along with re-distance snapping everything will probably have the same result as a decreased CS. Maybe make the HP drain a teeny bit more forgiving just so a new player is less likely to die, HP2? changed drain

Object Related -
Allllll blanket related issues and that's just cause perfect blankets are a drug.

00:35:469 (3,1) - Maybe move combo 3 to x=398, y=147 for a slightly better blanket. Or keep 3 in the same place and muck about with slider ends to keep 3 at 1x distance snap. (My position makes it Prev: 1.02x and Next: 0.98x). this one seems fine as it is o_O
01:01:244 (1) - Can't perfectly blanket cause of the slider shape but it could be aligned better. This pattern 01:02:512 (2,3,1) - might need some slight changes to prevent 01:03:356 (1) - stacking 01:01:244 (1) - and ruining the blanket. blanketing perfectly with waves doesn't really work well, and the stacking is intentional
01:07:582 (1) - Blanket, slider head at x=483, y=103 this one is also fine as it is lol
01:11:807 (1,1) - Blanket slightly off but off evenly and due to the time difference probably unnoticeable. fixed i think
01:21:314 (1,1) - This blanket is much more off than the one previous but once again the time distance probably makes it unnoticeable. seems fine to me as well
01:57:441 (3,1) - Blanket slightly off on slider head and tail of combo 1. Left click and hold with Grid Snap and Grid Level 4 moved it into a better position for a perfect blanket. using the yellow overlay on the sliderball it seems like a perfect blanket lol
02:06:737 (1,2) - Blanket off. x=444, y=360 puts it in a good position for good blanketing. fixed
02:08:849 (1,2) - Blanket. Adjust combo 2 mid and tail node to fix. seems fine
02:10:962 (1,2) - Blnkt. Change combo 2 position and nodes. fixed
02:32:089 (1,2) -
:b:. :level_slider: :curly_loop: :small_red_triangle_down: :ok_hand:  [b]seems fine as well[/b]
.

Otherwise no complaints, really like your object placement and slider shapes here. Probably gonna borrow a few ideas for my easy diffs.


Normal
Object Related -
00:26:596 (3,4) - This pattern might suit a part of more intense music cause of the change in direction, maybe somewhere like 01:08:849 (3,4) - which would make this pattern much more impactful. well i kinda got stuck here lol
Similarly object placement/orientation of 00:51:948 (3,4) - and 01:08:849 (3,4) - are a bit boring when compared to 01:06:737 (3,4) - and 01:15:187 (3,4) -. They're more similar to the shapes from the previous section like 00:32:934 (3,4) - and 00:35:047 (3,4) -.
Maybe take a look at all usage of object rhythms similar to above and see if the song might be better represented with a pattern that forces a change in direction. to be 100% honest i don't really think about that much in placement and intensity in a normal diff LOL

02:37:159 (2,3,4,1) - Kinda nit-picky but maybe complete this half octagon? i don't get it o.o

01:05:469 (1) - Ok if you thought the previous was nit-picky this is even worse, blanket is slightly off. Maybe move slider tail node position to x=213, y=95/y=96. this one really seems fine to me lol

02:44:342 (3,1) - Dunno if this is meant to meant to be a blanket but its pretty close to being a blanket so done

02:46:455 (3,1) - Needs slight adjustments to become perfecto blanketo. fixed

Solid rhythm choices and showed me an interesting way of changing direction which are pretty cool ( 01:34:201 (3,4,1) - and 01:36:314 (4,5,1) - to show but a few).



Light Insane
General -
01:24:483 (1) - I feel like a reduction in slider velocity would work well from linked until 01:39:272 (1) - and at 01:43:497 (1) - until 01:49:835 (1) - . This is because I feel it would better represent the sudden changes in song intensity at 01:23:638 (5,1) -, 01:39:272 (1,1) - and 01:47:723 (1,1) - . The last two of which might be covered solely by the rhythmic density increase and the change from 1x to 0.8x at the end is very distinct so maybe this might not be appropriate IDK. i don't know, i'd have to apply it to all diffs and i really like what i've got going right now. this is just me being stubborn though

Object Related -
Pretty much only slider shape comments here, mainly cause this diff is pretty sveet already. Once again solid rhythm and flow choices that really fit the song.

00:39:272 (3) - Maybe curve this similarly to 00:38:849 (2) - and better represent that small drum roll. You did something later on with it here 01:46:455 (2) - . intentional, the flow would be a bit broken if i didn't curve the slider as it is
01:23:638 (5) - As above i dont feel like this would work well here
02:31:244 (4) - As above ^
01:56:173 (1,2) - I think it shows up here as well but the spooky excited synth takes centre stage making it barely audible so maybe don't do it here.
01:57:441 (5,6) - Here represents it quite well cause its a roughly similar shape to 01:46:455 (2) - which is pretty cool.

01:13:920 (1) - Feels out of place compared to all the other sliders in the section being similar to 01:20:258 (1) - . Can't hear a distinct sound this shape is representing compared to the simple curving ones but it plays perfectly fine atm so I'd only change it to keep aesthetic consistency. eh, this one is mostly for flow and not getting the map stuck in the corner >.<
01:30:821 (1) - Pretty much all of the slider shapes in this section are quite interesting compared to stuff in the previous section similar to 01:20:258 (1) - . To follow up on my previous point maybe have interesting slider shapes in this section and for faster more rhythmically dense sections stick to those simple curves? the point was to mix both simple curves and interesting slidershapes
02:06:737 (1) - Same reasoning as above two


Insane
I'd just like to say that this might be my new favorite map of yours, I love this style of mapping and you've done it reallly realllly well. Everything feels completely natural to play and I'm definitely taking this into multi lobbies. <3

Object Related -
00:20:892 (8,1) - This has (I think?) the largest spacing out of all objects in the map and its in a relatively calm section. I'd reduce the spacing just a tad but that's only because I keep on missing it, therefore it might not need any changes. done

I think that's probably my only criticism on this diff other than the general mapset comments I made so I'd just like to say that 02:09:694 (5,6,1,2,3) -, 02:24:800 (5,1) -, 02:26:913 (3,1) - and especially 02:29:448 (2,3) - are all absolutely delicious. ! <3

Really love this set, I hope you have a good time finding BNs cause I wanna see this ranked.

Now it's time for me to start writing up a mod for ECCO to Okan Daibingu so you might get that at some point if it goes well.
Izzywing
manul -

some design stuff

- your diff doesn't really need buzzsliders. I would remove them and replace them with some other rhythm. they end up just being a bit hard for hard players to read and understand how to play, and now that theres a light insane you dont need them for spread or anything
- make the single repeat 1/4 sliders space appropriately into the next object visually. So things like 01:36:314 (1,2) - 00:30:399 (3,4) - etc (there are a lot of these) should be changed. make them like 00:47:300 (3,4) - for example where the spacing is obvious
YellowManul

Hobbes2 wrote:

manul -

some design stuff

- your diff doesn't really need buzzsliders. I would remove them and replace them with some other rhythm. they end up just being a bit hard for hard players to read and understand how to play, and now that theres a light insane you dont need them for spread or anything
- make the single repeat 1/4 sliders space appropriately into the next object visually. So things like 01:36:314 (1,2) - 00:30:399 (3,4) - etc (there are a lot of these) should be changed. make them like 00:47:300 (3,4) - for example where the spacing is obvious

reduced distance between these 1/4 stuff, i hope i got you right :v
diff: http://puu.sh/yXypu/4b82d58e6c.rar
Izzywing
u must have misread my mod lol. I said to change stuff like 00:43:920 (7,1) - where the visual spacing would imply that thats a double repeat 1/4 slider, but its only a single repeat 1/4 slider, which can cause reading issues.

also make the spacing of 1/4 slider to next object consistent, sometimes it touches like 00:48:356 (7,1) - and sometimes its spaced out, with no seemin connection to the music at all. just seems random
YellowManul
http://puu.sh/z1r8g/7e80a7cf11.rar
fixed some of 1/4 spacing, but some of slider kept same, because it's attached to the music and i like it as it is
Topic Starter
Mismagius
updated .~.
Topic Starter
Mismagius
seems like this won't go anywhere..
Izzywing
edit - we spoke in osu
Destirox
if only you could bring the focus of this map to because maybe, and not make because maybe album maps so hard and hard to do.
like a difficulty inflation
but i cant ask much lol
Topic Starter
Mismagius

Destirox wrote:

if only you could bring the focus of this map to because maybe, and not make because maybe album maps so hard and hard to do.
like a difficulty inflation
but i cant ask much lol
what the fuck
Izzywing
Alright rechecked for the 10th time and it should be okay.
squirrelpascals
good ticket

insane
• 00:24:166 (4) - i dont hear the note here, i understand these rides are quiet but i still feel like it should start at 00:24:272 (5) -

• 00:49:624 (1,2,3,4,5,6) - This can be more nicely curved. I used slider to stream as a guide

• 00:50:997 (2) - Think this would be better to place at the white tick 00:51:103 - because of the ride + guitar note

• 00:56:068 - I think this would be better clicked . All of 00:55:751 (3,4,5) - lands on very quiet notes while 00:56:068 - is loud, so id suggest a rhythm change of some sort

• 00:59:554 - The kick is a lot more audible here compared to where the reverse arrow currently is now (kick + guitar note), would feel nicer not to skip over this

• 01:10:539 (2,3,5) - errgh can you space these from eachother, i dont think this is intentional

• 01:15:821 (5,6,1) - These notes are pretty powerful, would recommend doing something here that stands out to represent that

• 01:32:300 (1,2,3,4,5,6,1) - I'm not sure whether you're trying to use a right angle or a curve here, straight line example

• 01:54:061 (1) - interferes with the hp bar, highly suggest moving it down. Also it looks intentional, but I'd like to know why you skip a lot of the drums that start at 01:54:694 - . Sexy slider shape btw

rest is good

light insane
• 01:37:159 (1,2,3) - rly weird rhythm choice here . I think this could be more effective if you made at least 01:37:793 - or the current slidertail clickable, and maybe prioritize 01:38:427 - over 01:38:216 - because it's more audible.

• 01:38:216 - I think this would also work well as a slider because the sounds in the music are similar to those at 01:40:539 (4,5) -

• 01:48:990 (4) - Would probably be better to start the stream here, because the sound here 01:48:885 - is less strong and its more straightforward to start a stream on a white tick

• 01:54:061 (1) - same thing as insane here

• 02:25:751 (1) - stronger note is at 02:26:173 - , would feel nicer to have something here

hard
• 00:41:596 (5,6) - I think it would be better to space these out a little more so the jump at 00:41:807 (6,1) - is less overspaced and the player has more momentum through 00:41:596 (5,6,1) -

• 00:50:680 (1,2) - space these, cuz they touch with stacks enabled in editor, same at 01:10:962 (4,5) - 01:21:525 (5,6) -

• 00:58:920 (6) - I think using a circle here would be better for a hard diff because the unusually snapped rhythm would

• 01:36:737 (6,7) - Would prefer an offset stack here, just because you n

• 01:41:279 - WHy not put a circle here? Obvious note here and you do this at 01:39:166 (6) -

• 01:51:525 (6) - I think you could extend this repeat slider to the next blue tick

• 01:52:793 (3,4) - urggg overlap here looks unintentional again. also at 02:03:779 (4,5) -

• 02:20:258 (3,4,5) - Weird having 5 clickable on a blue tick with the strong note on the white tick before it. try this?

• 02:31:244 (4,1) - Space farther imo, looks like a 1/4 jump atm

• 02:48:568 (6,7,1) - Similarly, would more spacing contrast would help make this less confusing (space 02:48:568 (6,7) - larger and 02:48:885 (7,1) - smaller)

normal and easy look good, i would just consider extending the spinners to 03:01:666 - because they're pretty short for low diffs

call me back :)
Izzywing
poggers
Topic Starter
Mismagius

squirrelpascals wrote:

good ticket

insane
• 00:24:166 (4) - i dont hear the note here, i understand these rides are quiet but i still feel like it should start at 00:24:272 (5) - fixed

• 00:49:624 (1,2,3,4,5,6) - This can be more nicely curved. I used slider to stream as a guide huh, i don't see that big of a difference actually D:

• 00:50:997 (2) - Think this would be better to place at the white tick 00:51:103 - because of the ride + guitar note done

• 00:56:068 - I think this would be better clicked . All of 00:55:751 (3,4,5) - lands on very quiet notes while 00:56:068 - is loud, so id suggest a rhythm change of some sort done

• 00:59:554 - The kick is a lot more audible here compared to where the reverse arrow currently is now (kick + guitar note), would feel nicer not to skip over this in this case i prefer to use the idea of the slider-reverse giving some sort of "echo" as far as the drums go, and the current rhythm does that quite nicely already

• 01:10:539 (2,3,5) - errgh can you space these from eachother, i dont think this is intentional ehhh i don't think it's unrankable, i REALLY prefer to keep it as it is but changed for safety?

• 01:15:821 (5,6,1) - These notes are pretty powerful, would recommend doing something here that stands out to represent that transformed into a slider and turned it into a slight jump, should work better

• 01:32:300 (1,2,3,4,5,6,1) - I'm not sure whether you're trying to use a right angle or a curve here, straight line example 1,2,3 are a straight line while 3,4,5,6 form a curve. it does look awkward when you look at it in the editor but i guarantee this is the nicest way to make it playable while still following this visual idea

• 01:54:061 (1) - interferes with the hp bar, highly suggest moving it down. Also it looks intentional, but I'd like to know why you skip a lot of the drums that start at 01:54:694 - . Sexy slider shape btw completely intentional, this is supposed to be the highest point of intensity in the song, and while i could just spam it with the drums, i feel like the synth captures the feeling perfectly and the high pitch does make for some long, nice slidershape. also i reeeeeally don't care about hp overlaps >.< most people play with skin/hp bar disabled anyway, and i feel like changing stuff because of hp bar often causes more problems than it fixes.

rest is good

light insane
• 01:37:159 (1,2,3) - rly weird rhythm choice here . I think this could be more effective if you made at least 01:37:793 - or the current slidertail clickable, and maybe prioritize 01:38:427 - over 01:38:216 - because it's more audible. done

• 01:38:216 - I think this would also work well as a slider because the sounds in the music are similar to those at 01:40:539 (4,5) - wanted to prioritize drums here for some variety with the synths

• 01:48:990 (4) - Would probably be better to start the stream here, because the sound here 01:48:885 - is less strong and its more straightforward to start a stream on a white tick done

• 01:54:061 (1) - same thing as insane here same explanation

• 02:25:751 (1) - stronger note is at 02:26:173 - , would feel nicer to have something here i like the current rhythm ):

hard
• 00:41:596 (5,6) - I think it would be better to space these out a little more so the jump at 00:41:807 (6,1) - is less overspaced and the player has more momentum through 00:41:596 (5,6,1) - fixed

• 00:50:680 (1,2) - space these, cuz they touch with stacks enabled in editor, same at 01:10:962 (4,5) - 01:21:525 (5,6) - fixed all

• 00:58:920 (6) - I think using a circle here would be better for a hard diff because the unusually snapped rhythm would fixed

• 01:36:737 (6,7) - Would prefer an offset stack here, just because you n incomplete mod :V but done anyway since i got it

• 01:41:279 - WHy not put a circle here? Obvious note here and you do this at 01:39:166 (6) - done

• 01:51:525 (6) - I think you could extend this repeat slider to the next blue tick done

• 01:52:793 (3,4) - urggg overlap here looks unintentional again. also at 02:03:779 (4,5) - fixed both

• 02:20:258 (3,4,5) - Weird having 5 clickable on a blue tick with the strong note on the white tick before it. try this? done

• 02:31:244 (4,1) - Space farther imo, looks like a 1/4 jump atm done

• 02:48:568 (6,7,1) - Similarly, would more spacing contrast would help make this less confusing (space 02:48:568 (6,7) - larger and 02:48:885 (7,1) - smaller) done

normal and easy look good, i would just consider extending the spinners to 03:01:666 - because they're pretty short for low diffs eh, i think 1.5 second is enough, also i don't want inconsistency with other diffs

call me back :)
fixed most!
squirrelpascals
:eyes:
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