ko short song bles i try my best
[in]
- wow ok i can't play this diff at all, a lot of rhythm and distance choices i can't really agree with\
distance: - 00:00:839 (2,3,4) - too similar for different time difference
- 00:00:839 (2,3) - vs 00:01:580 (1,2) - inconsistent distance for same timing
- 00:27:796 (3,4,5,6,7) - was stuck with the idea that 1/3 meant stack, but then 7 suddenly transitioned into a nonstack and its very uncomfortable to play
- 00:32:706 (5,1,2,3,4) - slower SV but huge spacing? would prefer the spacing to be a lot smaller considering its 1/3 and its the slow section
- 00:34:188 (1,2) - the inconsistent spacing is really messing me up, do you want to stack all 1/3 or not because it gets very very messy
- 00:50:863 (2,3,4) - make the distance more different
- 00:54:197 (1,2) - vs 00:54:753 (3,4) - vs 00:54:939 (4,5) - , 1st and 2nd have the same timing difference but has very different distances, 2nd and 3rd have similar distances but very different timing
- 00:56:606 (2,3,1) - the stack and nonstack having the same timing here is very jarring and surprising to play
- 01:27:268 (1,2,3,1,2,3) - these are mapped on 1/4 shouldnt their distances be more different?
turn on distance snap or something. mapping distances freely on 1/3 on an anime song with fairly consistent intensities is very very unintuitive to play. it just looks very messy since there is no consistency with how you handle 1/3 distances. a lot of the time i was confused as to whether it was a 1/3 or 1/4 or if it was a 1/6 or a 1/3 because of the weird way you used distances. these issues repeat throughout the map and if no consistency is achieved players cannot effectively play this map.
rhythm: - 00:05:008 - why are so many big white ticks missed as click beats?? what is the purpose of that?
- 00:11:400 (2) - what do you actually hear on the reverse cuz i hear nothing
- 00:18:625 (1,1,1,1) - would suggest you just map this as 1/3 instead, even though it doesnt sound like it, it fits better with the playing aspect of it
- 00:21:034 (2) - the slidertail is the strong beat here, i can never hit this on time because i keep thinking the slider starts on the drum. the vocal here shouldnt be required to be a clickbeat because imo its a lot less important than the drum, though you can map it with a slidertail
- 00:26:036 (1,2) - similarly^
- 00:39:654 - is there really a need to skip this? you've definitely mapped more intricate rhythms for held vocal notes before
- 00:43:544 (5) - similar to above with vocal-drum emphasis
- 00:44:656 - 00:44:749 - why not just map 00:44:471 (3) - as 2 sliders
- 00:45:027 (1,1,1,1,1,1) - this looks alright at best, and its also not doing a good job of mapping strong beats to the song. just dont
- 00:50:492 (1,2,3,4,5,6) - 00:52:715 (1,2,3,4,5) - for whatever reason you've chosen to map 2 similar song sections in very different ways which emphasise very different beats; sometimes its vocals, sometimes its drums, sometimes its a weird mix of both(??) this is bound to get players confused with when to tap
- 00:59:385 (1,2,3,4,5,6) - 01:01:608 (1,2,3,4) - similar^
- 01:05:684 (3,4) - what do you hear here exactly because yet again i hear nothing
- 01:27:268 (1,2) - 01:28:102 (1,2) - suggest mapping this as 1/3 as well or at least in sliders
the way you did your rhythms was really messy. 80% of the time im not very certain of what you were trying to emphasise. consider revising your rhythm by adding clickbeats to only strong sounds (esp drums) and mapping the vocal through slidertails which is a lot more applicable in my opinion. often, the vocal is deemed inconsistent, so mapping them as clickbeats will only confuse the player. try getting more playthroughs and asking for opinions because maybe i'm just bad at the game looool