Hi, I have a few concerns regarding the spread. Additionally, there's a conflicting snap or two between Another and Hyper
[General]
00:18:766 - Normal to Hyper is really big and quite an unfriendly gap for players coming from one difficulty to the other https://osu.ppy.sh/ss/8852971 . As you can see in the screenshot, normal retains a friendly 1/1 patterning in the intro for the player to get accustomed to the base rhythm that the other diffs are built upon. Hyper though, has little regard for the simple and stable 1/1 and instead goes straight to a measure long 1/4 jumpstream.
00:23:766 - Similar thing here https://osu.ppy.sh/ss/8853108 . It's a bit of a smaller gap though because instead of constant 1/4, they're 1/4 broken streams but the normal is still a basic 1/1 single note rhythm. It doesnt even use jumps which the hyper uses.
00:33:766 - Going into the first verse, the normal is pretty basic with a 1/1 drone and some scattered 1/2 triplets like 00:34:703 (34703|2,34859|0,35016|1) - or 00:37:203 (37203|2,37359|1,37516|3) - which is fine, even if I do find it a little bland and misrepresentative of the music, but the Hyper uses a lot of 1/4 bursts and rolls with some 1/1 natural flow breaks thrown in which is much denser than the Normal is.
01:25:016 - Would have been better to have some sort of simple build up here in the normal to match the 1/4 build up in the hyper.
01:33:766 - Here, the rhythm is mostly the same in the first measure, only difference being chord density and the hyper using a constant 1/2 drone while the normal focuses specifically on the synth, but the following measure drops density to simple 1/1 jumps which is a fine and perfect gap between this and hyper imo. I'd either try to up the chord density of the normal to use more jumps, or increase the rhythm so that it's a constant 1/2 instead of a broken one.
01:53:766 - Section changes so that the Normal still keeps to its predominant 1/1 and 1/2 bursts, but the Hyper is pretty much unrestrained with the 1/4 rolls and bursts which is fine in context of just the difficulty, but not in the spread.
Tbh, I'd say the best bet is to simply make an in between diff that uses a faster rhythm (mainly 1/2 and 1/4 short bursts throughout) while utilizing more jumps in order to better bridge the gap between diffs. Vetoed for now then.
[General]
- Conflicting snaps between Another and Lude's Hyper. As far as I can tell, the sound is only 1/4 so Another's snap is correct. Another one at 01:12:516 - too with Another being correct using 1/6 (top pic is first mention, second pic is last mention)
- Might increase OD of Another to 8.5 or so because the ratio of SNs to LNs is pretty high.
- I feel that using HP 8 for Valen's diff is a bit too cruel for the target audience it's aimed at. Note density is pretty low and bursts that could possibly be too easy to mash through are sparse.
00:18:766 - Normal to Hyper is really big and quite an unfriendly gap for players coming from one difficulty to the other https://osu.ppy.sh/ss/8852971 . As you can see in the screenshot, normal retains a friendly 1/1 patterning in the intro for the player to get accustomed to the base rhythm that the other diffs are built upon. Hyper though, has little regard for the simple and stable 1/1 and instead goes straight to a measure long 1/4 jumpstream.
00:23:766 - Similar thing here https://osu.ppy.sh/ss/8853108 . It's a bit of a smaller gap though because instead of constant 1/4, they're 1/4 broken streams but the normal is still a basic 1/1 single note rhythm. It doesnt even use jumps which the hyper uses.
00:33:766 - Going into the first verse, the normal is pretty basic with a 1/1 drone and some scattered 1/2 triplets like 00:34:703 (34703|2,34859|0,35016|1) - or 00:37:203 (37203|2,37359|1,37516|3) - which is fine, even if I do find it a little bland and misrepresentative of the music, but the Hyper uses a lot of 1/4 bursts and rolls with some 1/1 natural flow breaks thrown in which is much denser than the Normal is.
01:25:016 - Would have been better to have some sort of simple build up here in the normal to match the 1/4 build up in the hyper.
01:33:766 - Here, the rhythm is mostly the same in the first measure, only difference being chord density and the hyper using a constant 1/2 drone while the normal focuses specifically on the synth, but the following measure drops density to simple 1/1 jumps which is a fine and perfect gap between this and hyper imo. I'd either try to up the chord density of the normal to use more jumps, or increase the rhythm so that it's a constant 1/2 instead of a broken one.
01:53:766 - Section changes so that the Normal still keeps to its predominant 1/1 and 1/2 bursts, but the Hyper is pretty much unrestrained with the 1/4 rolls and bursts which is fine in context of just the difficulty, but not in the spread.
Tbh, I'd say the best bet is to simply make an in between diff that uses a faster rhythm (mainly 1/2 and 1/4 short bursts throughout) while utilizing more jumps in order to better bridge the gap between diffs. Vetoed for now then.