[General]
- The offset was brought up in both Dorian and DD's mods so I discussed with some friends and we decided it was too early but we couldn't really agree on how much, then finally I asked Blocko for his opinion because he's ET
- Kind of think that the HP of Leggendaria is too forgiving. There's quite a lot of short note jumpstreams and bursts, so I think using 8.5 to prevent easy reocvery and mash passing is good. As for the OD, I think you could probably decrease that by .2 or .3 cause there still is that LN section to worry about accing on.
- As for the HP of Hyper, I think it could be reasonably raised to 7.5 as there is the kiai which is full of broken jumpstreams and 1/4 single bursts.
- Final thing, there's a bit of silence at the end of the soft-hitnormal so I've cut that down for you https://puu.sh/wXluT.wav
[Mapset Issues]
00:03:675 - My first issue is here, where the Hyper uses a lot of 5 note 1/4 bursts and the Normal is covers over all of that with LNs. What I would do instead is add 1/2 bursts in the normal for the 1/4 bursts present in the music. Pic of the difference:
00:25:275 - Here's another example. The density of the Hyper here is about 2x higher than the Normal because the Normal utilizes single 1/2 broken streams (as in the spacing between rhythms has natural pauses for the synth that keep the stream from being continuous) whereas the Hyper is simply a 1/2 jumpstream. I would be fine if the normal used some jumps on the downbeats where the kicks play as it would introduce the player to some of the chord density to be found in the upper diffs, or if it simply used a full 1/2 single stream to introduce the player to the base drone of the following diffs, but it lakcs in both of these aspects which makes the Hyper diff feel alien and disconnected from the Normal. You'll see here that the Normal (left) is rather sparse but the Hyper (right) is pretty dense.
00:38:775 - Here's where the copied sections truly start. In the beginning there were some, but it's small enough to go unnoticed by most. Anyways, my main issue with this is that some of the patterns that are appropriate for a Hyper difficulty and above are present within the Normal difficulty because they're the same exact thing. In 4K, I greatly disagree with using triples in any case like you did at 00:42:075 - because most players have not yet fully mastered finger independence and would be unable to properly hit the chord. On top of that, the sound here is lacking in any kind of emphasis, so to use a triple here for the first time is unfitting because the music does not warrant a chord that stands out. The similarity is to the point that you can't tell which difficulty is which just by looking at a picture (without the density graph on the left hand side of the editor)
00:45:075 - Going off the above, you'll see that this change in the pitch of the strings(?) has more emphasis in the chart than the kick at 00:45:375 - which holds a heavier weight in the music due to the stronger bass present in the sound.
01:08:475 (68475|0,68475|1,68775|0,69075|0) - This is more just a general comment for the normal because I'm not going to be modding it in full, but I'd rather you flip the long note and short notes with each other here as it's harder to tap on the middle finger while the index finger is being anchored down with the LN hold. This is due to the way the muscles in your fingers all sort of depend on each other for strength because of their origin in the upper part of the lower arm.
01:18:075 - Final thing I'll mention about Normal -> Hyper spread is here as this is where I think the difference is greatest. If the Hyper had been 1/4 index streams, then the gap would be fine because the Normal uses some short 1/4 triplets and bursts, but the Hyper is pretty much a broken 1/4 jumpstream with a lot of continuous 1/4 and jumps at the end and starts to cap off the bursts.
01:26:475 - Just another example of the lack of a reasonable bridge between difficulties here is the density of this measure which is kind of reflective of the density disparity within the entire section
01:23:025 (83025|1,83325|1,83625|1,83925|1) - Last thing in the Normal is that I don't really think this stack is necessary because the synth I assume it's representing is constantly descending in pitch, so there's no reason to stack notes in a single column like this because it gives the player the false idea that the music is more or less ascending and descending in pitch all at once rather than only just the latter.
[Leggendaria]
00:03:375 (3375|1) - Shouldn't this be a 1/1 LN for the vocal because you mapped it in exactly that way at 00:05:775 (5775|3) - when the vocal sample is still the same.
00:05:775 (5775|3) - This is more of a harmless nitpick, but because the vocal pans to the left speaker, I think it'd be nice to move the LN to col 2 instead so that the LN is on the same side as the sound.
00:06:375 - 00:06:825 - Missing notes here for the quiet kind of snare? I'm bringing it up for consistency because 00:03:975 - 00:04:425 - is the same sound but in this case, it was ignored.
00:08:775 - 00:09:225 - 00:09:675 - 00:10:125 - Same thing as above. They're a bit quieter here but they still exist, and for consistency, I would add them so as to keep the rhythm the same within the phrase. Essentially, same sounds and structure would be mapped by the same rhythm so as to avoid confusing the player.
00:07:275 (7275|2,7350|0,7425|2,7500|0,7575|2,7725|1,7800|3,7875|1,7950|3,8025|1) - I think it'd be nice to vary the type of trills used as the same kind of 1-3-1-3 4-2-4-2 trills were used before. Maybe a 1-4-1-4 and 2-3-2-3 would work?
00:11:625 (11625|0,11625|1) - I think it'd be fine to make this [24] cause the spacing here is 1/2 but following after that it's 1/4, though the visuals haven't changed which could be potentially confusing to players who depend more on the visual cues than the audio (Example being one of my friends who plays without music for fun sometimes because why not).
00:12:975 (12975|2,13125|2,13275|2,13425|2,13575|2,13725|2,13875|2,14025|2) - You could easily break this long stack up by simply moving 00:13:425 (13425|2,14025|2) - to 1 instead. But this also goes hand in hand with my above reason, so maybe you could vary the actual jumptrill instead, like so
https://osu.ppy.sh/ss/872326900:23:475 (23475|2) - I would move this to col 1 so that the ministacks at 00:23:175 (23175|3,23325|3,23475|2,23625|2) - alternate hands for a more even weight
00:31:725 (31725|1,31875|1,32025|1,32175|1,32325|1,32475|1,32625|1,32775|1) - Don't think this long of a stack is really necessary. You could easily break it up into sets of three or two like this
https://osu.ppy.sh/ss/8724508 . In this way, there's no excessive strain on any one hand.
00:42:075 (42075|2,42075|0,42075|3) - Tbh, I'm unsure of why this is a triple. The sound is almost exactly the same as 00:40:875 - but that's mapped with a jump. To add, I think if you're going to use triples, you ought to use at least one at 00:39:675 - at the start of the section where the crash + kick + bell is.
00:46:875 (46875|3,46875|2,46875|1) - Similar thing to above. At most, I believe this is only deserving of a jump due to the fairly calm orchestral background and soft kick.
00:47:775 (47775|1,48075|1) - Dunno why this is stacked with each other despite the fact that they aren't the same pitch or sound for that matter. I'd move the first note to col 3 instead then.
01:11:775 (71775|0,71850|1,71925|0,72000|1) - Shouldn't this be flipped and the starting note be 2-1-2-1? Assuming you're following the same stack structure from 01:08:475 - which I think is actually pretty cool. I just find it odd to suddenly break away from that and add a surprising minijack at 01:12:000 (72000|1,72075|1) - because of the structure break. Speaking of which, the minijack is pretty uncalled for since you haven't introduced anything like that at all so far into the map, nor do you use them any more after that.
01:18:375 (78375|2,78525|2,78675|2,78675|3,78825|3,78975|3) - Im mostly fine with the three note stacks even if Im not too huge of a fan of them, but what I really dislike is the fact that they're put on the same hand as each other, so the strain is pretty uneven with the left hand doing almost nothing and the right hand taking most of the weight. Instead, what I would do is split the stacks so that they alternate like so
https://osu.ppy.sh/ss/872455901:20:775 (80775|2,80925|2,81075|2) - Not a huge fan of abrupt direction turns such as this either due to the needless strain on the right hand with the three note stack and minitrill, so what I would do is try to make the pattern a bit more linear like this so that the weighting is more evenly spread out
https://osu.ppy.sh/ss/872460701:23:025 (83025|1,83175|1,83325|0,83475|0,83625|1,83775|1,83925|0,84075|0) - Some uneven stacking here because it's all on the left hand while the right hand alternates a long 1/2 trill. If it's intentional, I might consider splitting the weight onto two hands. So say for example, col 2 and 4 are where all the stacks are concentrated, and col 1 and 3 are where the trill happens.
01:24:175 (84175|2,84275|1,84375|2,84475|1,84575|2,84675|1,84775|2) - I think this 1/3 trill is repetitive what with being the same hand movement for two beats. Instead, I'd try to do a bit of variation by trilling them with 2/3 like so
https://osu.ppy.sh/ss/872462401:27:675 - One lonely SV rip. Tbh, I think the half half method here doesn't really do the 1/1 pause justice. What I would do is a bump instead, like 01:27:675 - 1.54x, then 01:27:750 - 0.82x. This averages to 1x so it's still consistent with the rest of the map's over all SV average, but puts a little more emphasis on the note at 01:27:675 - which starts the next half of the kiai. Personally though, I don't think it's necessary at all to use SVs since the sound isnt too loud or anything, and it kind of bleeds into the next section rather than being a clean break.
01:28:575 (88575|1,88725|1,88875|1,89025|1) - This stack is just too excessive to be justified by anything. On top of that, you don't even bother trying to even out the weighting here by putting some of the notes onto the right hand to accommodate for the long stack in 2. What I would do is something like this
https://osu.ppy.sh/ss/8724652 . You still have the four note stack in col 4 from before and the direction turns are a bit off at times, but it still keeps true to what I think your original intention for the streams were in this section.
01:29:925 (89925|0,90000|1,90150|1,90225|0,90300|1,90450|1,90525|0) - Another example of uneven weighting for no real reason. I shouldn't really have to explain why it's uneven as Im quite sure I've beaten the dead horse enough already in my previous suggestions, but most of the movement is on the left hand while the right hand is stationary. Nothing I hear in the music can really be used to support this type of patterning, so I would try to make the movements fairly equal on both hands.
01:32:625 (92625|0,92700|1,92850|1,92925|0,92925|3,93000|1,93150|1,93225|0) - Same thing as above, but with a bit more density in it now.
01:31:275 (91275|3,91350|2,91500|2,91575|3,91650|2,91725|3) - Similarly, the stacks + minitrills are starting to be a bit overdone in my opinion.
01:36:675 (96675|2,96750|1,96825|2,96900|1) - Suggest control H here to avoid a direction turn going into the 3-2-3-2 trill and so it's a bit isolated from the pattern for symmetry as the beginning and end of the trill flow in the same direction at the rolls at 01:36:375 (96375|0,96450|1,96525|2,96600|3,96975|0,97050|1,97125|2,97200|3) -