Not Tomori wrote:
Hi from my modding queue https://osu.ppy.sh/forum/t/554467&start=0 helloThank you!
Note: I modded this in the span of 2 days and you applied 2 mods during this time. I don't think it affects anything tho.
Note: have fun reading blocks of texts
Waterfall of Nine Heavens
01:03:698 (4,5,6,7,1,2,3,4) - The drums are pretty much consistent, other than the fact that at 01:04:032 (1) the pitch drops. There is no clear reason for this sudden change in DS inconsistency in your stream. If you want to emphasize that the pitch drops at 01:04:032 (1) , try another pattern. this doesn't really play like the stream is separated, it's more of a visual effect combined with the tightening of the DS that creates an effect which fits the rolling drums quite well
Kiai Time: There isn’t a stable flow that my mouse can follow, so gameplay feels a little choppy. It isn’t very visually appealing either. Distance between objects doesn’t really follow the intensity of the song at certain times. I will point out a few of these problems.
01:18:032 (2) - You’ve been using simple slider shapes like straight and curve, and this sudden change here doesn’t really make sense. The long guitar sound isn’t that intense to begin with, and you ended it on the wrong beat. i can't really do fancy shapes with shorter sliders because they always end up looking like turds, and even if the shape of this long one looks "too much", it doesn't really affect gameplay since there are no ticks on it and the path to take to clear the slider and reach the next circle is a completely straight line
i'm not sure i follow what is this "wrong beat" tho
01:21:032 (3,4,5) - I don’t see how 5 deserves such a big jump, and I don’t understand why 01:21:532 is not mapped. There is a clap sound at 5 yes, but every other 2 bars has one. 01:20:698 (2) has a clap, and 01:20:865 is mapped correct? Same rule applies here then. You can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song. this is mapped this way to create a continuity for the held note, however, once the circles are in the focus is switched to the drums, there's no reason to make it a slider, plus I wanted to add a stop before the guitar starts playing again to accentuate it
i don't understand the part about adding hitsounds tho (and technically we could, it's not a rule)
01:26:365 (2,3,1,2,3,4,1) - You ignored the guitar here and focused the drums, but you focused the guitar here 01:24:865 (1,2,3,4) and ignored the drums. Pick which instrument to focus on and stick with it. Also this 01:26:698 (1,2,3,4,1) is too spaced, the drums are dropping in pitch, and is not intensifying, which means that this difficulty spike is contradicting the song. well it's possible to focus on both, plus the kick sliders are here exactly to keep the active focus on the guitar, then switch to the drums with the stream
the stream itself is constant because the drums are equally intense throughout, just dropping in pitch just like you said, and the stream's spaced this way to keep the momentum going from the previous build-up
03:28:615 (3) - Please don’t use 5% for any slider ends it’s confusing as fuck but there's nothing there, you can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song
04:10:198 (2,1) - fix the parallel part please yes
And that's all! If you have questions about my mods don't hesitate to pm me on forum or in game. Good luck with your map