[Samples]
- Hitnormal, it's like a quiet hihat kind of hit thing
- Hitclap, it's a snare for stuff like 00:05:597 (5597|0,5908|0,6219|0,6530|0,6685|0,6841|2) -
- Hitfinish, used at the start and ends of sections/phrases
- Hitwhistle, just a basic kick used for stuff like 00:20:519 (20519|0,20597|2,20675|1,20830|0,21141|0,21452|0,21763|2) -
- Snare. Here's an extra sample for use on the 2/1 at 00:20:830 (20830|0,21452|0,22074|0,22696|1,23317|2,23939|0,24561|0,25183|0) - and so on if you wanna do that. You can rename the samples however, I didn't really take 5 samples into account lol
[Like, 2 things to note when hitsounding]
Don't put two of the same sample at the same point in time (so like don't do this
https://osu.ppy.sh/ss/7887906 ), and if possible, if applying two different samples at the same point in time, try and put them on separate notes so if the player misses one, they still get the feedback of the other, like this
https://osu.ppy.sh/ss/7887918 . Either way works, you could still put them on the same note, but meh.
[Another]
00:02:022 (2022|2,2333|1) - I'd suggest stacking these in the same column for pitch
ok!00:05:597 (5597|0,5753|1,5908|0,6063|1,6219|0) - Despite only being 1/2, this is pretty uneven and favors the left hand much more than the right hand.
I would do something like this to try and balance it out a bit more
https://osu.ppy.sh/ss/7887939 in 00:05:597 - i use column 1 as the anchor of snare, and at 00:06:841 - i use column 4 as anchor for snare, my map is kinda related to iidx style00:07:152 - Missing a jump here for the snare? Unless you're only accenting the synths with jumps. Idk, I'm not far enough into the chart to tell what you're going for yet lol
i only map snare as 1 in the column 4, if there is no melody, i dont map it (iidx style)00:08:706 - I might suggest a burst that doesn't change direction nearly as often as the current one does, which breaks momentum since there's more strain on specific columns like 00:08:784 (8784|2,8861|1,8939|2) - 00:09:095 (9095|1,9172|2,9250|1) - which stop the flow imo. Instead, I'd do something like this
https://osu.ppy.sh/ss/7887956 re-arranged to 1 direction of the jumpstream00:18:032 (18032|2) - I think it'd be fine to leave this note out so that you get a hooked feel between 00:17:877 (17877|0,17877|1,18188|0,18188|1) - with the short 1/1 pause in between to represent the sudden emptiness in the music
ok00:18:032 - This SV sequence averages out to 0.95x cause (0.9 x 2) + 0.75 + 1.25 = 3.8 / 4 = 0.95 average SV. In order to make it average out to 1x which makes reading a bit easier, I'd do something like this
- 00:18:032 - 0.75x
- 00:18:110 - 1.25x
- 00:18:188 - 0.5x
- 00:18:266 - 1.5x
In this way, it just gets a bit stronger on the 1/2 before the crash
re-arranged 00:19:898 - Might consider trying to connect this roll a bit more so it doesn't feel as spaced out and jumpy to hit
https://osu.ppy.sh/ss/7888000 keep for pattern flow and tbh i dont like mapping 1|3 or 2|4 jump...it just doesnt suit00:28:291 (28291|2,28447|2,28602|2,28758|2,28913|2) - This 5 note stack is a bit painful to hit, so I'd rearrange the pattern a bit to make it look kind of like this instead
https://osu.ppy.sh/ss/7888019 in this section, i want to change the direction of the jumpstream midway, also this is 4,6* map,
as fas as i see players testing it, they have no problem in this section00:30:390 - To average this sequence to 1x, make this SV 1.9x because 4 - (0.7 x 3) = 1.9
this sv is inspired by the map Flashes by ZZHBOY, as i see the replays on the leaderboards, they dont seem to have any problem hitting those pattern in this kind of sv00:37:851 (37851|2,38006|2,38084|1,38240|1,38395|1) - Bit of a nasty direction turn makes it play kind of like stairs which put a lot of strain on the outer columns as opposed to inner columns. I'd rather you make them more roll like, such as this
https://osu.ppy.sh/ss/7888031 pitch, and it's not that hard as u described to hit those pattern00:55:338 - Alright, let's have a talk about SVs! They're cool when making visual effects, but they can be really difficult to read when they average something besides 1x as you're essentially making the player read a speedup/slowjam depending on how they add up. The way to actually find the values that make them average 1x is by taking the starting SV value (whichever random number you wanna start with) and multiplying it by the number of units (units here are just how many snaps occur, like this part for example, uses 3/4 spaces), and subtracting that number from your total number of units. So for these 3/4 SVs to work, you'd have to make 00:55:493 - 00:55:727 - 1.6x since 3 - (0.7 x 2) = 1.6x
ok01:03:939 (63939|2) - Why not make this a 1/3 LN to connect to 01:04:043 - since the sounds are still the same fluid synth as before. Breaks the consistency a bit to just make this note single and the rest LNs
ok01:08:810 - 01:08:913 - I'd suggest making these jumps so that they feel capped and finished off, cause currently, it looks like an incomplete roll despite the music supporting the pattern
https://osu.ppy.sh/ss/7888184 ok01:23:939 (83939|1,84095|1,84250|1,84405|1) - 01:23:162 (83162|0,83317|0,83473|0,83628|0,83784|0,83939|0) - stacks! Since it's a bit stressful on one finger more than others, I'd try to even out the weight like this
https://osu.ppy.sh/ss/7888196 re-arranged01:30:079 (90079|2,90234|2,90390|2,90545|2,90701|2) - Stairs! But god, this one handed trill feels really unnecessary in this part. I'd do something more like this which makes use of two handed trills more often
https://osu.ppy.sh/ss/7888210 re-arranged01:44:457 - I thought this burst was a bit difficult to read due to all the sudden changes in direction. I'd rather you change it halfway with smoother transition like so
https://osu.ppy.sh/ss/7888219 re-arranged01:49:975 (109975|1,110131|1,110286|1,110442|1,110597|1) - 01:50:753 (110753|2,110908|2,111063|2,111219|2,111374|2) - *sobs* If you wanted something trill like, I'd make it two handed because of how long these last, so something like this might play better
https://osu.ppy.sh/ss/7888232^