sry for late reply because i was on a business trip
Faygor wrote:hello NM~
[A Tale from the Wayfarer]
u used a lot of NCs particularly between 00:28:776 - 00:53:646, but im not sure if some are really necessary. for example 00:29:942 (1,2), 00:42:377 (1,2), 00:48:594 (1,2), 00:49:372 (1,2,3)
cuz now its messy in terms of NCs and im not sure what u particularly want to emphasize in these parts
NC density itself follows the map density in a particular way. Also, it's quite important since it actually balanced the HP so the drain is controlled.
00:41:211 (1): why emphasize this with 1.8sv but not emphasize 00:28:776 tho, they're the same sound. I would even say that u should probably emphasize 00:28:776 instead because of the stronger impact "Emphasizing" is created when there's something appears significantly, or stand out from its context. When all the objects before 00:28:776 (1) - are much slower than 1.50x, the slider itself is already an emphasizing. there's no need to make a 1.8x boost.
00:46:651 (3,4,1,2): looks nicer if symmetrical but thats just my opinion it's symmetrical but slightly tilted
00:49:177 (3,1): shouldn't there be an increasing spacing between this set and 00:49:663 (3,1) instead of decreasing well the triplets are in increasing spacings...
01:24:540 (3): i think a decreasing spacing between these 3 sets of sliders represents the music better, and u did that for 01:36:587 so :think the most significant thing here is that the sliders works with a back-and-forth intense flow. the first one contains more on changing angles, so technically it should works the same as the second one. Decreasing spacing works better with the pitch, but for here I prefer representing that long slider the most.
01:25:317 (1,2,3): (http://i.imgur.com/66lFtQg.jpg) i think a circular flow here flows better or is it intentional for emphasis of the flute the second, of course.
01:44:164 (1,2,3,4): maybe spice things for a bit with like ds / sv increase...? the flute is increasing in intensity as well anyway didn't really think that's necessary, and i did some explanation on this before.
every insane diff has their unique elements which provide different experiences for players and i think the ranked category definitely needs more mapsets like these
sorry for short mod though
btw is the sr gap between hard and zexous' insane legal
That's a good question.
The diff gap looks kinda big on sr, but imo it's actually fine. the hard diff has a bunch of doubles, which I think is much harder than usual triples that appears in typical hard diffs. The settings and readability requirements make it plays harder than the sr looks like. I personally think it's fine, but that should be doubtful. I'll leave this problem to the bns and see how it goes.