(ノ゚ω゚)ノ -☆
Odaril wrote:
Please reply to this mod saying what you didn't fix (and what you did) and why. Remember these are all suggestions.
Also, if you have any question, feel free to ask me in-game
General
seems fine
AlphaBeta
- There are lots of stacks... From what I've seen new players don't handle stacks very well, so I'd suggest to unstack some of the 4stacks ? the ar is really low so it should be all right.
- 00:42:560 - The lack of note here sounded weird, because the hitsounds were going poum clap poum clap poum and there's a clap missing got the ones i felt right.
- 00:44:845 - same
- 00:48:653 - same
- 02:09:389 - same
I found nothing really wrong with jeris diff and seeing as it is a later diff it should be fine with the way it is mapped
- 01:30:925 (2,3) - These sounded extremely weird to me - probably because the clap is on the red tick. I was used to the rhythm you've been using so far, so this one surprised me.
- 01:32:449 (1,2) - Same, adding that because of that, I combo broke here, being surprised by how soon (1) was.
- 01:37:019 (2,3,1,2) - Same comments about these, except I could play these because I got used to the rhythm, but if you fix the two above, players won't have that tool, so you might need to fix these as well.
Omegait feels fine to me where it is
- I think raising the AR by 1 would make the map easier to read... Some of the patterns are kind of hard to read right now.
- 00:58:555 (1,2,3,4,5) - I think it would be better to move this pattern somewhere else than the very bottom of the screen so that it's easier to read. I would rather not.
- 02:49:758 (1,2,3,4,5) - Same ? (except the top of the screen =p)
Not much to say, mostly nazi stuff. <3
foulcoon wrote:
[Alpha]
I actually think this is harder than Beta lol. The difficulty settings seem high for some reason even though they're not, and the slider velocity also seemed a bit much for an easy difficulty. Other than that, there were only sfg-type things that don't really matter and weren't worth posting so i think its okay. lol okay, I'll see what I can do.
[Beta]
01:30:164 (1,2,3,4,1,2,3) - these two combos sound weird with the hitsounds... i think it sounds better if you make the 2nd slider in each combo start on the white tick rather than the red tick
01:36:257 (1,2,3,4,1,2,3) - ^ I'll run this by the guest mapper.
[Omega]
01:27:498 (2,3,4) - this is a fugly "stack" that was so ugly it made me miss the beats after Fixed
01:32:068 (7) - shouldn't the new combo be here? Nah it's a jump and my combos follow the lyrics not the beats
01:38:161 (8) - ^ ^
01:01:601 (1,4) - it would probably look better if these 2 notes did not overlap
02:52:804 (1,4) - ^I'll stick with them the way they are atm.
foulcoon wrote:
[Beta]
01:30:164 (1,2,3,4,1,2,3) - these two combos sound weird with the hitsounds... i think it sounds better if you make the 2nd slider in each combo start on the white tick rather than the red tick i dont really agree,i wanted a trip rhythm here, which is the effect it flows to, it also flows to the vocals so srry :/
01:36:257 (1,2,3,4,1,2,3) - ^same
de dumblissfulyoshi wrote:
Beta:
00:56:460 (2) - It would look a better if this slider was more symmetrical (the ending goes more inward than the beginning does, and you can see this while playing) changed a lil bit, will be leaving it how it is now ;p
01:44:635 (2,3,1,2,3,4) and 01:50:729 (2,3,1,2,3) - I don't know why, but when I play these sections the hitclaps feel out of place or really strange since there are so few of them (the first verse didn't seem to have as much of an effect on me) .....sorry dont agree its a commen pattern and follows the songs rhythm, any other would break the song rhythm, and that is something i wont do ;p
01:59:869 (1) - remove new combo to be consistent with 02:12:055 (3) and the corresponding parts in the previous chorus hmmm tru i missed that