thanks for the time prots~
aaaaaa i dont have headphone/speaker atm T^T
Protastic101 wrote:
Weber says "Prot is qt" and Juan says he's actually a good BN (lie)
Mapfeed memes aside, the bursts are odd, hitsounds are a bit dissonant with the map
nice memeo[General][Wew]
- The hitclap feels inappropriate for the song as it has a more organic and acoustic sound when the music is synthetic and obviously mixed electronically. Instead, I'd rename your hitwhistle to the hitclap, make the current hitnormal your hitwhistle, and add a new hitnormal that's soft like a hihat or something. Then the hitsound structure would be whistle - clap - whistle - clap instead of the current snare snareclack snare snareclack type structure. can i poke u irc xD im confused
- Why not rename Wew to "wew" with lowercase to match the song title? owo
00:15:077 (15077|2,15160|3,15244|2,15327|1,15410|2) - Really not a fan of the snake pattern here cause of how it can be unnecessarily straining on either the left or right hand depending on which hand the player uses for col 3. Instead, I'd try to make it a bit more linear like so https://osu.ppy.sh/ss/8750264
00:16:160 (16160|1,16202|0,16244|1) - Yeah, so this is where I kind of start seeing red after test playing this cause of the unnecessary 1/8 minitrill on the left hand. Mind you, this is 180 BPM, which is on the faster side of things, so you can't really mash your way through this. To make it worse though, the jump includes a note in col 3 which could possibly be played on the left hand, so there's all this weight on the left hand, and barely anything on the right hand.So,
I'd try to make the weighting a bit more balanced even if the strain isnt, like this https://osu.ppy.sh/ss/8750286
00:16:577 (16577|0,16577|1) - I'd also try to space this out a bit so that all the movement isnt on the same hand, like so https://osu.ppy.sh/ss/8750300 .It doesnt really spread out the weight but instead makes the strain mostly equal.
00:16:744 - Concerning the spread here for a moment, your layering doesnt include the LNs, so you have a rather large chordstream present, but in the hard difficulty, the layering does include LNs, so you have a simple 1/2 jumpstream in Hard, but a constant jump - hand - jump - hand 1/2 stream in the wew.
The difficulty gap between these two is rather large in my opinion, and what I would do is just make wew a 1/2 handstream which has a better chord consistency as the LNs would be included in the chord count, like this https://osu.ppy.sh/ss/8750363
00:26:744 - w e w these bursts. I'd actually just make it one continuous 1/8 burst as there are synths at 00:26:910 - which you ignored, for what reason I can't really tell. I'd also try to avoid the 1/8 minitrills because the jacks they create are just really uncomfortable due to the sheer speed required to hit it properly. https://osu.ppy.sh/ss/8750378
00:37:702 (37702|3,37744|4,37785|3,37910|3,37952|4,37994|3) - This is pretty much where I decided to pop the bubble instead of just modding it as normal because this is almost a four note jack in the same column due to the very short 3/8 break between them. Plus, the strain is completely uneven due to the fact that they're both on the same hand while the left hand has very little movement. I would suggest doing the same thing I recommended before and make the pattern linear to make the weight most even, like this https://osu.ppy.sh/ss/8750420
00:38:577 (38577|2,40577|2) - Timing the releases of these LNs is much harder than it needs to be due to the fact that the previous LNs were simply capped LNs on the upbeat, finished by a 1/1 jump/hand (depending on the beat it lands on). I get that they're for the vocal, but I think simply following the synth on the upbeat would be more intuitive because it has a more stable rhythm, and the player would most likely pay attention to the synths over the vocal because nothing in the previous measures has given hints that the focus of the rhythm will shift towards vocals. changed to 1/2
00:48:744 (48744|2) - Don't think the LN is really that necessary since there's no ending long sound aside from the crash which isnt really held more so than it's allowed to ring. I think it'd be better to just leave it as a short note for the finality it gives as the player is able to hit the note once and release immediately, ending the map directly after as opposed to dragging it on longer than it needs to go. applied this to the 3 other difs too
i applied everything ,
note: icant play my own wew dif, hard is my limit
so why map wew?
A. im learning how tho
[Spread]
00:05:410 - Hard difficulties generally contain short 1/4 rolls and bursts, but you mapped it here like it was a Normal and you're too afraid to do anything remotely hard. I think removing the LN and simply using a roll in the Hard would be fine to match the wew diff.
00:15:077 - In hard, this pattern is very similar to the wew diff aside from the fact that it's control H'd but capped with a hand. I might do this in Hard to make the pattern a bit more linear which is smoother to hit imo https://osu.ppy.sh/ss/8750457
00:16:077 - In Hard, I would simply use a 1/4 single note burst for this to be closer to the wew diff.
00:26:744 - similar thing to the above. The jump from 1/2 to 1/8 broken bursts is just Q_Q as the speed difference and density is much higher only one difficulty above.
00:37:410 - ^
yay managed to buff hard a little more :3 thanks prots
So yeah, I think the top diff could definitely do with more improvement, and you might wanna double check the spread cause the gap between Hard to wew is a bit large.
also, spread be like :thinking: