o/ m4m
well i can't really find anything. GL
[normal]
- 00:21:364 (2,4) - fix stack
well i can't really find anything. GL
Nostalgic wrote:
o/ m4m
[normal]
- 00:21:364 (2,4) - fix stack fixed
well i can't really find anything. GL
thx for modsMomochikun wrote:
hi
[Hard]
00:05:433 (4,5) - i think its better to follow vocal here I would do that if the vocals ended on the red tick, but they don't so i think it's better to follow the guitar. Also the vocals kinda stress on the white tick so it works with them too.
idk
[Advanced]
00:30:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this part is a kind of too dense compared to the other stuff that kinda make spike on the diff, prob use some 1/1 it's 73 bpm 1/2. both previous section and kiai have the equivalent of 73 1/4 so I don't think it spikes the difficulty. the sliders are short so you don't have to follow them
01:03:570 (1) - unstack them ? i prefer spaced ryhthym here ye it's more readable
[Normal]
00:26:330 (2) - how about slider + note instead ? kinda weird to start a long break after a reverse hit imo ok
sry short mod, i cant really enjoy the song tbh
gl
did the thing (with drum additions)pishifat wrote:
ok i did forget actually
drum-slidertick and drum-sliderwhistle are unused apparently
part after the kiai sounds like it was designed for the drum sampleset. claps are used on bass sounds, which is pretty weird with soft sampleset. if you want to use the soft hitnormal with drum additions, adding that as a custom hitnormal or changing additions for everything in this section to drum would work
this is confusing to explain
normal
00:37:088 (1) - should use same hitsound as adv/hard here
call me back as many times as it takes
thanksNaotoshi wrote:
zz placeholder
sry for so late, been super busy with school lately
[hard]
u should totally do a custom diffname ! Hard is the custom diffname
00:02:330 (3,4,5,6,7) - i think this is weird cuz u dont really from the vocal to the drum focus well. you could separate 00:03:157 (7) - with an nc and make it circle+slider to follow the drum rhythm better. also having a clap on the end is weird af cuz theres nothing suggesting that in the song. Why make NC more complex when it works? Also circle + slider doesn't really follow the rhythm better because i wanted all three notes to be of the same importance which repeat slider achieves better.
00:05:019 (3) - same here, clap on end sounds so weird cuz your rhythm is fundamentally vocal based so hitsounding with drums is like ?_? it works imo. Changed hitsounds around 00:10:812 - tho since it sounded weird
00:12:054 (5) - circle + slider at 00:12:261 - makes more sense with the backing instruments and the vocal pitch change. works with drums and guitar but loses the vocals focus since the pitch change is really off.
00:23:640 (9) - imo slider on 8 works better cuz theres nothing in the song here. or just a 1/1 gap, fits much better. there is guitar
00:25:295 (5) - same as above
00:39:571 (3,4,5,6,1) - rip visual spacing lol, the spacing between 3 and 561 is soo tiny even though everywhere else has much bigger visual spacing fixed
mh i dont like how ds is used everywhere, it makes it impossible to separate which layers you follow in the song by patterning or w/e. since when is spacing used to separate which layers you follow? that's usually done with patterning and rhythm.
[advanced]
00:03:157 (5,6,1) - pixel overlaps aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa fixed
00:35:433 (1,2,3) - this kinda thing might be a bit confusing for noobs advanced isn't for total noobs anymore tho
00:43:708 (1,2) - tbh at least make them the same slider doesn't matter
[normal]
00:06:675 - 1/4 slider starting here could be cute tbh on a normal?
00:20:537 (1,3) - imo dont perfect stack these on this diff ar4 helps with this, the stack lasts only for a short time
00:29:281 - break? or 2 beat long spinner with 2 beat recovery? having a gap here is a bit odd break
00:44:535 - put the bend on the drum lol removed random red anchors
not particularly sure how appropriate this is for the game.. i mean its literally about jacking off so lol so it this https://osu.ppy.sh/b/271109
also not a fan of full ds top diffs, you can represent the song a lot better by incorporating jumps or pattern separation or whatever. good luck. I think it can be fun to have a simple linear map without jumps and only use rhythm and patterning to make it interesting
thankssahuang wrote:
Hard is the default diffname, not custom that was just a bad joke about the song subject giving "hard" another meaning. I'm not a fan of custom difficulty names on super small mapsets.
Normal is fine
In advanced can you make sure distances are mostly consistent? Cuz i think many notes are too close to each other etc. 00:03:157 (5,6,1) - 00:04:812 (2,3,4) - The distance for 00:06:881 (6,1) - is the most natural imo, 00:11:433 (2,3,4) - those feel really bad because everything is crashed together..Can you adjust the spacing in this diff thanks fixed. I think i scaled the whole beatmap slightly for some reason and forgot to fix DS properly
Hard
00:03:778 - map this ok
00:11:433 - 00:12:261 - these downbeats should be emphasised imo, not blue lines. same forthe other place I get the idea but I like the vocal emphasis here more
Should be all, I really hope you can make advanced more visually neat and more aesthetics