[General]
- Might wanna increase HP of As' Intermediate to 7.5 or something cause there's a bunch of little 1/4 rolls that the player won't really be punished for if they miss a lot in.
- Spent about 20 minutes checking that every sample in the folder was used and it is T_T)b
[Ultimate]
00:17:162 - This SV is a 0.4x average cause math but the normalizing of this section is 0.8x. You'll want to average the SV sequence to 0.8x as a result to avoid changing up the reading on the player at last second and forcing them to adjust to a new scroll for only three beats. What you can do is something like this (adds up to 9.6/12 to get 0.8x average)
- 00:17:162 - 0.3x
- 00:17:821 - 0.5x
- 00:17:904 - 1.2x
- 00:17:986 - 2.0x
- 00:18:069 - 3.5x
00:31:090 (31090|2,31255|2,31420|2,31585|2,31749|2,31914|2,32079|2,32244|2) - The stack here gets pretty long and repetitive while everything else has been a fairly short trill so far. I'd try to break it at 00:31:502 - ish like this
https://osu.ppy.sh/ss/941928400:32:986 - Imo, a bump using four units (1/8 snap) would have been better for emphasis as it sends the next note flying towards the player which represents the sudden stop in the music or smth i dunno.
00:33:151 - I'd apply the same thing here.
00:35:458 (35458|1,35788|1,36118|1,36447|1,36777|1,37107|1,37436|1,37766|1) - Long stack and also a lot of back and forth on the left hand. Not sure if it's intentional, but I dont think it is cause the following measure at 00:37:931 - only has a measure long stack before changing columns
00:40:898 - 00:41:227 - 4 - 1.8 = 2.2 / 3 = 0.733x as your final SV for these two timestamps listed. The current average is 1.125x which is inconsistent with the current normalizing SV of 1x. As a side note though, I think the placement of the SV is a bit odd. It would make more sense to put them on the downbeat rather than the 1/4 line before as the downbeat is where the sound comes in full force, though I think it's fine. You do need a normalizing SV at 00:41:475 - or you'll have to make the SV average with 5 units instead of 4.
00:49:634 - I'd consider adding a note here to represent the height of the sound after which it kind of just tapers off into silence.
01:07:436 - to 01:07:931 - 1.15x average, although since you're kind of getting at a speed up for 01:07:931 - , I'd keep the average to 1x instead so the player will be accustomed to a 1x average at 01:07:931 - . Something like this would work (each value only lasts one unit)
01:10:568 - Think it'd be nice here to have a similar but probably weaker SV like the one at 01:07:931 - as the cut off is very sudden but the sound is rather weak with it only being a kick.
01:49:675 - Concerning this burst, I disagree with upping the note density rather than the rhythm here. Essentially, col 2 and 3 have all the minijacks with the outer columns in 1 and 4 only having 3/8 rhythms which are still pretty harder to predict. What I think would have worked better here is a single note roll of 1/12 going into 1/16 at 01:50:129 - , like so
https://osu.ppy.sh/ss/9419329 . Or, you could add jumps to the 1/12 rather than using 1/16 which gets really dense really fast
https://osu.ppy.sh/ss/941933701:53:755 - Edgy SVs, I couldn't be any prouder tbh
01:55:115 - 01:55:280 - tfw not 1x average reeee. Make 0.4x to 0.5x or make the 2.5x to 2.8x and leave the 0.4x.
01:59:359 - ^ Also, is there any reason for this one to start with the slow value first and fast value second when the first time it occured was a simple fast -> slow bump? Makes the reading a bit awkward too as it connects a slow-fast to fast-slow sequence which I think is better suited for sounds that crescendo/decrescendo rather than sudden stops.
02:00:390 - 02:00:554 - s m h. So on and so forth, not gonna mention the rest of these
01:58:041 - In my opinion, for SV sequences that span over LNs, I tend to favor having them be reversed and start slow value -> fast value as it drags the LN out at the very start, making it seem like it's never going to be released as opposed to jumping forward first before dragging in a really short time frame.
02:12:711 - 02:13:041 - half half method on 3/4 LNs *sad life* Would honestly have benefitted from a simple bump like 02:12:711 - 2x and 02:12:793 - 0.5x, cap at 02:12:958 - with 1x.
03:02:903 (182903|0,182986|0) - t r i g g e r e d. Honestly, the minijack this creates is a really hard transition as the patterns immediately after this are all focused on the left hand in order to contrast the right hand heavy patterns used in the previous measure, so I'd just delete the first note in 1 and avoid the minijack altogether.
03:06:612 - For this, I think the ending burst is a bit unfair to players who have made it this far as the sound is a bit smoother than the rest of the sounds that are represented with bursts. Also, there's the fact that there's a 1/4 pause at the very end which can be a bit misleading when reading as a lot of people will simply assume it is a consistent roll going all the way to the last chord at 03:06:942 - . What I think should be used instead is a simple LN with a gradually increasing SV to show how the sound kind of lurches forward a bit. Wont list all the SVs here but poke me in discord if you need an idea of what kind of sv Im talking about.
[Another]
00:49:469 - Tfw edgy SV here but no edgy SV in Ultimate smh. Anyways, they aren't averaged though cause you need 16 units to properly utilize a 10x SV (could do 12 but that's not enough edge). Either way, these only use 8 units, so the max rankable value you could do is 7.3x to 0.1x. Or you can set BPM to 2912 and set snap to 1/16 and set 10x to 0.4x SVs that way if you really wanted, but the space between 1/16 snaps is only 2 ms so it's not worth it as it's too unnoticeable.
01:07:436 - Same thing as mentioned in ultimate
01:37:931 (97931|0,98096|3) - Might control H this or something cause none of the ministacks have ever been in col 1 so far and they have a bit of a bias towards the right hand in col 3 and 4.
03:00:183 (180183|0,180266|2,180348|1,180348|3,180431|2,180513|0) - Nice symmetry but at the same time I hate the movement restriction :ccc
03:01:255 (181255|0) - Think it would be better to either move this to col 2 or move 03:01:172 (181172|0) - to 2 to avoid the sudden minijack which may be justified due to the synth being the same pitch here, but it feels out of place as the section so far has been pretty rolly and smooth to play.
[Hyper]
00:30:019 - Not too sure how I feel about this as it is a Hyper diff and longer jumpstreams like this tend to be focused more on the difficulty just above this level. I might reduce the amount of jumps to be only every 2/1 instead of 1/1 as the player is still just mastering 1/4 bursts and singles I think.
01:28:865 (88865|0) - Rather than use an LN here, I think you're fine mapping the 3/2 long 1/4 burst here as you have already introduced denser 1/4 patterning to the player before, so it seems kind of anticlimactic to only extend an LN over the entire series of sound.
01:49:799 (109799|2,109881|1,109964|2,110046|0,110129|1,110211|2,110293|0,110376|2) - I think it'd be better to control H here to avoid having a 1/2 ministack on the same hand as the LN or something, cause I keep missing here and it's making me sad
https://osu.ppy.sh/ss/942053302:44:689 - I'd try to differentiate the roll direction or something a bit because it's identical to Another atm and does feel slightly repetitive the way it is now
https://osu.ppy.sh/ss/9420547[Advanced]
00:44:689 - I think you're missing a note for the piano here because every where else in this section has at least a single note for it :thinking:
01:00:348 (60348|0,60843|3,61337|1) - I'd change the arrangement of these LNs as they're the same as 00:57:711 - despite being different pitches.
[As' Intermediate]
00:55:953 (55953|2,56063|3,56282|1,56392|3,56612|1,56722|0) - I think it'd be nice to put these solely on one hand to better emphasize the kicks here, and leave the rest of the synths on the other hand, like this
https://osu.ppy.sh/ss/942059903:06:942 (186942|1,188260|3) - Tbh, I think it's a bit odd to split the LNs here as they're basically part of the same sound with no distinct separation or cut between them to show that they're different sounds. Instead, the volume just grows a little bit faster at 03:08:260 - so I think overlapping the LNs similar to what the other diffs have done would be a more accurate representation of the crescendo.
[Standard]
02:00:019 (120019|3,120348|0,120348|3) - Shouldn't this still be [3]/[2][23] as you mapped all the snares in the same column, changing only at the end of the measure but this little miniphrase hasnt been completed yet but the chord changes from [23] to [14].
[Basic]
01:31:667 (91667|3,91997|0) - Think it would have been nice to stack these two notes to represent the staccato kick.
01:34:304 (94304|2,94634|0) - ^ just to add a little variation to the map.
02:23:425 (143425|3) - I'd consider moving this to col 2 and then turning 02:22:766 (142766|3) - into a 2/1 LN to represent the constantly increasing speed of the rhythm.