default samples smh
Going to pop as I feel as there's still some ongoing discussion about things that should be allowed to be exhausted first before the requalify. So it's kind of a community driven pop I guess? I dunno, I want to see your response and I won't try to force anything, plus I got just a couple concerns myself, mostly about the middle parts I suppose. Im sure we can get this sorted out relatively quickly though.
The finish is a tad bit quiet tbh and I can barely hear it, so I might consider increasing the vol. Also, not having a kick in the song despite this being like 90% kicks feels really lazy on the hitsounding. I might consider adding a kick like this https://puu.sh/y5FPv.wav
Concerning the mod response to DD, I feel that it's a bit inadequate in the last box as he does present a few solutions on how to solve what he sees is wrong with the map, so to generalize your entire response as it being the song's fault isn't doing any justice to the effort DD spent writing his mod. You may disagree but I still think you should justify why the sections he points out are the way they are now and why you believe they work fine.
Anyways, enough fluff, here's wonderwall
[Ultra]
00:10:096 (10096|1,10154|2) - I'd probs control H this so the player doesn't have to deal with the 1/2 jacks in col 1 and a 1/4 minitrill on the same hand. In this way, the left hand deals with the jack but the right hand has only the trill and one jack to worry about
00:46:846 - Might be cool to add a really short SV here on the 1/8 snap like 00:46:846 - 2.5x and 00:46:875 - 0.5x to emphasize the sudden loss in musical density at this point.
00:50:712 (50712|3,50770|3) - Ouch, could you maybe not? I mean, at more moderate BPMs, this might be acceptable, but this basically plays like 130 BPM 1/8 jack which is a bit unfair to the players imo and leads to an easy miss that isn't so much the player's fault but rather the poor placing of a jack in the middle of an evenly spread jumptrill. To help resolve this, I'd just remove 00:50:712 (50712|3) - and leave 00:50:712 - as a single.
01:27:173 (87173|0,87231|0) - ^
01:20:308 - I think I prefer the pre-dq pattern in this section more than the current as the previous one was less cluttered and didn't attempt to add awkward releases and visual confusion to the player. Sometimes having a clean pattern that may not be the most technical is better than forcing a nicer difficulty curve for the entire difficulty as a whole (yes, I know everyone is telling you to do that, but in this moment of the song, I disagree with that idea).
01:23:539 - I would only use a single note or something here since there isn't a kick or anything present in the music. Instead, it just loses its intensity in the music for a second, so I think a lighter chord weight would be beneficial to getting that feeling across.
01:28:270 (88270|3,88270|2,88270|0) - Wouldn't it make more sense to use a 1/8 roll here since there's that buzz in the music, similar in sound to 01:41:539 - ? Would honestly try to map it a bit more consistently with the jumpstream at where there's a heavier emphasis on the constant buzzes and changes in rhythm as opposed to simply losing and gaining density all the time.
01:39:808 (99808|0,99808|1,99866|3,99923|1,99923|2) - Here is a 1/8 roll in the music, so to better represent the complexity of sound in this burst, I would use a simple 1/8 roll like so https://osu.ppy.sh/ss/9385160
01:40:039 - For this part, there seems to be a bit of a noticeable break in the sound despite the snap most likely being 1/8 as it's a buzz. Rather than map it with broken 1/8 triplets which are a bit unintuitive and unnatural to play imo, I would simply cover them with an LN similar to Wonki's diff, as it will show the separation between the two sounds visually and in a way that almost gives the player a short rest from the burst. https://osu.ppy.sh/ss/9385185
01:40:500 (100500|2,100500|1) - Honestly don't see why this is a jump. I know Wonki's diff uses a jump here too but compared to the rest of the sounds in this measure, the synth alone is pretty weak compared to those kicks. I think it'd be best to reduce that down to a single and have it as a very short rest period for the player to get their bearings again after all the 130 BPM jacks and stuff.
01:40:616 (100616|1,100616|0,100673|3,100731|0,100731|1) - Seems a bit unnecessary to have this pattern restricting the player's hand movement when everything else about the burst has been linear and rolling only in one direction.
01:41:539 - I'd recommend here the same thing I recommended at 01:40:039 - as the sound feels too light to truly warrant a 1/8 burst, but I guess it's fine either way since it can be jumptrilled.
01:42:462 - In this section, I can't really tell why some notes like 01:43:385 - or 01:43:846 - are triples when notes of the same sound (just different pitch) like 01:44:770 - 01:45:231 - 01:45:693 - are doubles only. It would be better to make them consistently sized chords and then just increase the chord size by one at 01:49:846 - for the added kicks in the music.
02:07:500 (127500|0,127500|1) - Assuming you're trying to emphasize the piano here with the jump, but it's inconsistent with how you've set up the beginning of the section at 02:04:616 - where you do emphasize only the percussion with chords, and the synth is represented with LNs most of the time barring the first two (three?) beats. I'd rather there be jumps at 02:07:154 - 02:07:270 - that you could probs stack to represent the repetition of sound. Also, 02:09:116 - is a jump to represent the kick I assume so :thinking:
02:09:577 (129577|3) - I don't think this should really be an LN. As I mentioned in the above suggestion, from what I can tell, LNs are used solely for the synth sounds, but here there isn't one so it just seems like an added LN for the hell of it. I've broken every single time I test play here due to the sudden release and rehold required here. Since it's just a quiet piano, I think leaving it as a shield would be better.
02:22:500 (142500|0,142616|0) - The pitch here has a larger difference than at 02:20:654 (140654|2,140770|2) - which most players probably wouldn't be able to tell is just slightly different unless they went into the editor, so I would move it to a different column to avoid misleading the player because if they were closely listening to the music for possible pattern cues, this would definitely throw them off unfairly.
02:25:616 (145616|0,145731|0) - likewise
02:26:308 - Seems a bit unnecessary to just throw in jumps when most everything in this build up has been singles with exceptions to new LN presses. Instead, if you wanted to get across the feeling of a growing intensity, I would just add two LNs at most and have an inside trill like so https://osu.ppy.sh/ss/9385280
02:33:116 (153116|2) - I'd move this to col 2 to match the mini jumpjack pair you have at 02:32:770 -
02:33:693 (153693|0) - Don't think a jump is necessary here since everything but the vocal drops out of the music for this one beat in time.
02:33:923 - smh, no bumps. I think it'd be nicer to put a larger value at 02:33:923 - and then have the final SV be at 02:33:981 - so the clap in the music is emphasized with a larger jump. Something like 2.5x to 0.5x would be nice I think.
02:46:673 (166673|0,166789|3) - Not sure how I feel about this cause Im pretty sure they're ghosts which, under current rc, is unrankable. Aside from that though, I don't see the point in having them in there if there's no sound in the music. There's a clear and audible break in the music, so to continue the 1/4 rhythm seems a bit unintuitive to the player who would logically expect the chart to follow the song's rhythm.
02:47:135 (167135|3,167366|2,167596|1) - ^ Like, if you're going to add these, ok I guess, but then you leave it out at 02:47:827 - which seems to go against what your layering here suggests.
02:52:500 - Think you're missing a note here for the muted hihat type sound.
02:54:923 (174923|2,175385|1,175385|0) - I think it'd be nice to end all these LNs at 02:55:731 - and have a quad at 02:55:846 - to represent the glass breaking sound, and you could even add a small SV similar to 02:33:923 - there too
01:16:154 - Similar thing to the above (I modded this out of order which is why it comes so late lol)
03:02:885 (182885|3,183000|0,183039|1,183077|2,183116|3,183231|0) - I'd suggest control H here so that there's an alternating 1-4-1-4 for the bell sound
My main concern is with the two (three?) instances of ghost notes I pointed out towards the end, but additionally the song representation is a bit lacking sometimes and it's probably due to all the different ways people want to see this map going. I would find a base rhythm and stick to it throughout each section consistently, and then maybe you can tack on different parts and instrumentation to see how it plays out, but as it is right now, it's confusing to try and follow what you mapped. LN section at 01:20:308 - is kind of concerning imo though. Anyways, Ill wait for your response and hope we can come to a good compromise between the community and you.
Going to pop as I feel as there's still some ongoing discussion about things that should be allowed to be exhausted first before the requalify. So it's kind of a community driven pop I guess? I dunno, I want to see your response and I won't try to force anything, plus I got just a couple concerns myself, mostly about the middle parts I suppose. Im sure we can get this sorted out relatively quickly though.
The finish is a tad bit quiet tbh and I can barely hear it, so I might consider increasing the vol. Also, not having a kick in the song despite this being like 90% kicks feels really lazy on the hitsounding. I might consider adding a kick like this https://puu.sh/y5FPv.wav
Concerning the mod response to DD, I feel that it's a bit inadequate in the last box as he does present a few solutions on how to solve what he sees is wrong with the map, so to generalize your entire response as it being the song's fault isn't doing any justice to the effort DD spent writing his mod. You may disagree but I still think you should justify why the sections he points out are the way they are now and why you believe they work fine.
Anyways, enough fluff, here's wonderwall
[Ultra]
00:10:096 (10096|1,10154|2) - I'd probs control H this so the player doesn't have to deal with the 1/2 jacks in col 1 and a 1/4 minitrill on the same hand. In this way, the left hand deals with the jack but the right hand has only the trill and one jack to worry about
00:46:846 - Might be cool to add a really short SV here on the 1/8 snap like 00:46:846 - 2.5x and 00:46:875 - 0.5x to emphasize the sudden loss in musical density at this point.
00:50:712 (50712|3,50770|3) - Ouch, could you maybe not? I mean, at more moderate BPMs, this might be acceptable, but this basically plays like 130 BPM 1/8 jack which is a bit unfair to the players imo and leads to an easy miss that isn't so much the player's fault but rather the poor placing of a jack in the middle of an evenly spread jumptrill. To help resolve this, I'd just remove 00:50:712 (50712|3) - and leave 00:50:712 - as a single.
01:27:173 (87173|0,87231|0) - ^
01:20:308 - I think I prefer the pre-dq pattern in this section more than the current as the previous one was less cluttered and didn't attempt to add awkward releases and visual confusion to the player. Sometimes having a clean pattern that may not be the most technical is better than forcing a nicer difficulty curve for the entire difficulty as a whole (yes, I know everyone is telling you to do that, but in this moment of the song, I disagree with that idea).
01:23:539 - I would only use a single note or something here since there isn't a kick or anything present in the music. Instead, it just loses its intensity in the music for a second, so I think a lighter chord weight would be beneficial to getting that feeling across.
01:28:270 (88270|3,88270|2,88270|0) - Wouldn't it make more sense to use a 1/8 roll here since there's that buzz in the music, similar in sound to 01:41:539 - ? Would honestly try to map it a bit more consistently with the jumpstream at where there's a heavier emphasis on the constant buzzes and changes in rhythm as opposed to simply losing and gaining density all the time.
01:39:808 (99808|0,99808|1,99866|3,99923|1,99923|2) - Here is a 1/8 roll in the music, so to better represent the complexity of sound in this burst, I would use a simple 1/8 roll like so https://osu.ppy.sh/ss/9385160
01:40:039 - For this part, there seems to be a bit of a noticeable break in the sound despite the snap most likely being 1/8 as it's a buzz. Rather than map it with broken 1/8 triplets which are a bit unintuitive and unnatural to play imo, I would simply cover them with an LN similar to Wonki's diff, as it will show the separation between the two sounds visually and in a way that almost gives the player a short rest from the burst. https://osu.ppy.sh/ss/9385185
01:40:500 (100500|2,100500|1) - Honestly don't see why this is a jump. I know Wonki's diff uses a jump here too but compared to the rest of the sounds in this measure, the synth alone is pretty weak compared to those kicks. I think it'd be best to reduce that down to a single and have it as a very short rest period for the player to get their bearings again after all the 130 BPM jacks and stuff.
01:40:616 (100616|1,100616|0,100673|3,100731|0,100731|1) - Seems a bit unnecessary to have this pattern restricting the player's hand movement when everything else about the burst has been linear and rolling only in one direction.
01:41:539 - I'd recommend here the same thing I recommended at 01:40:039 - as the sound feels too light to truly warrant a 1/8 burst, but I guess it's fine either way since it can be jumptrilled.
01:42:462 - In this section, I can't really tell why some notes like 01:43:385 - or 01:43:846 - are triples when notes of the same sound (just different pitch) like 01:44:770 - 01:45:231 - 01:45:693 - are doubles only. It would be better to make them consistently sized chords and then just increase the chord size by one at 01:49:846 - for the added kicks in the music.
02:07:500 (127500|0,127500|1) - Assuming you're trying to emphasize the piano here with the jump, but it's inconsistent with how you've set up the beginning of the section at 02:04:616 - where you do emphasize only the percussion with chords, and the synth is represented with LNs most of the time barring the first two (three?) beats. I'd rather there be jumps at 02:07:154 - 02:07:270 - that you could probs stack to represent the repetition of sound. Also, 02:09:116 - is a jump to represent the kick I assume so :thinking:
02:09:577 (129577|3) - I don't think this should really be an LN. As I mentioned in the above suggestion, from what I can tell, LNs are used solely for the synth sounds, but here there isn't one so it just seems like an added LN for the hell of it. I've broken every single time I test play here due to the sudden release and rehold required here. Since it's just a quiet piano, I think leaving it as a shield would be better.
02:22:500 (142500|0,142616|0) - The pitch here has a larger difference than at 02:20:654 (140654|2,140770|2) - which most players probably wouldn't be able to tell is just slightly different unless they went into the editor, so I would move it to a different column to avoid misleading the player because if they were closely listening to the music for possible pattern cues, this would definitely throw them off unfairly.
02:25:616 (145616|0,145731|0) - likewise
02:26:308 - Seems a bit unnecessary to just throw in jumps when most everything in this build up has been singles with exceptions to new LN presses. Instead, if you wanted to get across the feeling of a growing intensity, I would just add two LNs at most and have an inside trill like so https://osu.ppy.sh/ss/9385280
02:33:116 (153116|2) - I'd move this to col 2 to match the mini jumpjack pair you have at 02:32:770 -
02:33:693 (153693|0) - Don't think a jump is necessary here since everything but the vocal drops out of the music for this one beat in time.
02:33:923 - smh, no bumps. I think it'd be nicer to put a larger value at 02:33:923 - and then have the final SV be at 02:33:981 - so the clap in the music is emphasized with a larger jump. Something like 2.5x to 0.5x would be nice I think.
02:46:673 (166673|0,166789|3) - Not sure how I feel about this cause Im pretty sure they're ghosts which, under current rc, is unrankable. Aside from that though, I don't see the point in having them in there if there's no sound in the music. There's a clear and audible break in the music, so to continue the 1/4 rhythm seems a bit unintuitive to the player who would logically expect the chart to follow the song's rhythm.
02:47:135 (167135|3,167366|2,167596|1) - ^ Like, if you're going to add these, ok I guess, but then you leave it out at 02:47:827 - which seems to go against what your layering here suggests.
02:52:500 - Think you're missing a note here for the muted hihat type sound.
02:54:923 (174923|2,175385|1,175385|0) - I think it'd be nice to end all these LNs at 02:55:731 - and have a quad at 02:55:846 - to represent the glass breaking sound, and you could even add a small SV similar to 02:33:923 - there too
01:16:154 - Similar thing to the above (I modded this out of order which is why it comes so late lol)
03:02:885 (182885|3,183000|0,183039|1,183077|2,183116|3,183231|0) - I'd suggest control H here so that there's an alternating 1-4-1-4 for the bell sound
My main concern is with the two (three?) instances of ghost notes I pointed out towards the end, but additionally the song representation is a bit lacking sometimes and it's probably due to all the different ways people want to see this map going. I would find a base rhythm and stick to it throughout each section consistently, and then maybe you can tack on different parts and instrumentation to see how it plays out, but as it is right now, it's confusing to try and follow what you mapped. LN section at 01:20:308 - is kind of concerning imo though. Anyways, Ill wait for your response and hope we can come to a good compromise between the community and you.