Hello! As promised!
A long wait because of a huge amount of difficulties and my personal hectic life.
█ Optional to change --- █ Suggested to change --- █ Unrankable
Good luck!
A long wait because of a huge amount of difficulties and my personal hectic life.
[ General]
Difficulty Spread
- HP values of Sorcerer's Overdose and Emiru's Hi-Speed Overdose are the same as that of the Rains, consider switching to HP 7 for the mentioned Overdoses.
- AR values of ZiRoX's Cup and Salad are too high, and exceeded the range shown in the Ranking Criteria (+0.5 of the maximum constraints). How about doing this to keep a good linear spread: ZiRoX's Cup, Salad with the respective ARs (5.6, 7), or you may try other solutions etc. (such as lowering Platter's AR so the Cup's AR can be slightly higher.)
- I suggest changing one of the Rains' AR to 9 (Optimally Ascendance vs. Spec's Rain), so there is a stark contrast between the two Rains and it is easier for players to distinguish the mid and high-end Rains.
Tags - Add: CShow (Some of the players may search without hyphenating the word)
- Add: RADIO SHOWCASE (Genre of the song)
- Add: 開通!とことこライン (Official name of the event - Kaitsuu! Tokotoko line)
Design - Disable Widescreen Support in all difficulties except Ascendance vs. Spec's Rain and You've got me shaking! difficulties.
Combo Colors - Please set custom combo colors! I will do it for you (but please do it next time :d):
Combo1 : 255,149,147
Combo2 : 145,255,206
Combo3 : 254,197,94
Combo4 : 181,66,193
[ ZiRoX's Cup]
Gameplay
- 00:31:786 (4,1) - Maybe reduce the distance here slightly, because players have to turn right after catching (4) here, which can be really easy to catch beginners off guard (assuming that they are not dashing). One of the feasible solutions is to change the shape of 00:32:236 (1) - , to other sorts of sliders, for example: *Screenshot, so the pattern would not be destroyed.
- 00:36:586 (4,1) - Reducing the distance by a few grids would be more than enough. If you decide to keep such distance, then please curve the start of 00:37:036 (1) - so it is not completely an anti-flow movement, can be really difficult to beginners because they have to bend quickly.
- 00:49:036 (1) - In my opinion, more movements can be input here, for instance:
*Screenshot. The current one is basically about standing, the rhythm became a little bit weak. - 00:57:436 (3,4) - Sound quite strange in my opinion. Apart from the usage of 1/3 beats here, how about making it simpler and less fancier - using 1/2 sliders? They match the rhythm more in my opinion.
- 00:58:036 (4,1) - Same thing as 00:36:586 (4,1) - , since (1) is a horizontal slider, probably it can be easier by shortening the distance between (4,1). If you changed to 1/2 sliders for this part, then it should be no problem doing the fix.
- 01:01:036 - 01:19:936 - It is too dense for beginners to read those 1/3 sliders. If you really intend to use them, try to use only 1 such doublet in 1 combo, for example: *Screenshot (You may need more time to allocate the patterning)
- 01:09:036 (4,1) - Reduce the gap here, it is way too big, and considering that the part before the big gap is so dense to read, beginners would not be able to react quickly.
- 01:26:236 (3,4) - Same as 00:57:436 (3,4) - .
- 01:26:836 (4,1) - Same as 00:58:036 (4,1) - .
[ Salad]
Gameplay
- 00:02:986 (4,1,2) - AAAA This transition is way too difficult for Salad, don't you think so? Players have to turn sharply after dashing at (4,1), which is too hard. One of the solutions would be merging (4,1) into a 1/2 slider, and then add a noticeable jump at (1,2).
- 00:04:636 (1,2) - Basically for aesthetic purpose. Try to have the same distance among the 3 circles in this part, so you can do it like this: *Screenshot
- 00:05:836 (1,2) - Reduce the distance here, kind of an ambiguous distance that players may not be able to sense whether dashing is necessary or not.
- 00:07:336 (2,3) - ^. Considering the shape of 00:07:336 (2,3,4) - this whole pattern, perhaps you would like to go for a nice curved path? Try this one: *Screenshot, which is easier for players to follow the flow.
- 00:08:236 (1,2,3) - Ambiguous distance, please reduce the distances by moving (2) closer.
- 00:08:836 (3,4) - ^, just for consistency. This one is basically fine because players don't have to turn quickly after catching the circle.
- 00:10:036 (2,3,1) - Same thing as 00:02:986 (4,1,2) - . Also the shape of the slider (2) makes it much harder for players to dash and reach (3), because it is way too straight, slant it slightly and to the direction of (3) so it will be easier. Also reduce the distance of (3,1), same problem.
- 00:12:436 (2,3,1) - ^
- 00:22:036 (4,5,6) - Ambiguous for the distance of (4,5); the jump of (5,6) is too large.
- 00:23:836 (1,2) - Ambiguous... Honestly I don't think this is a good spot for placing a dash.
- 00:24:286 (3,4,5,1) - Same pattern again, how about doing a nice curve path here? In fact the distance of (5,1) can also be reduced.
- 00:25:036 (1,2,3) - Reduce the distances among the 3 circles, merely a few grids would be enough.
- 00:28:036 (3,4,5,1) - Same thing like 00:10:036 (2,3,1) - , the end of the triplet (3,4,5) cannot provide enough momentum for players to dash for (1). If you want to use this kind of pattern, either reduce the distance of (5,1), or just change (3,4,5) to other patterns, such as increasing the distances among them, or changing (3,4,5) into a reversed slider.
- 00:30:586 (2,3) - Ambiguous distance.
- 00:41:236 (2,1,2) - Didn't expect that 2 consecutive dashes happen right here. That would be a bit hard too, and often beginners may hold their dash key here, missing easily. Remove the dash between 00:41:836 (1,2) - please.
- 00:43:636 (5,1,2) - Where is the dash at (5,1)? Reduce the distance of (1,2) if you wish to add the dash.
- 00:46:336 (5,1,2) - Same as 00:41:236 (2,1,2) - .
- 00:49:486 (2,3,1) - Reduce the distance of (2,3) so it makes the dashing at (3,1) easier. Besides, reduce the distance of 00:50:236 (1,2,3) - by moving (2) closer to the middle.
- 00:53:236 (5,6) - The distance is simply too large...
- 00:55:636 (5,6,1) - How about this: *Screenshot
- 00:57:736 (4,5,6) - Same as 00:49:486 (2,3,1) - .
- 01:02:236 (1,2,3) - Reduce the distances among the sliders and circle. It is so ambiguous and actually some may dash suddenly to catch up.
- 01:19:936 (3,1,2) - AAAAAAAA
- 01:20:236 (1,2,3,4,5,1,2,3,4,5) - Change this part, especially refrain from using the anti-flow horizontal slider there, that's too hard. Also 01:24:436 (4,5) - is too far away.
- 01:26:536 (4,5,6) - Same thing as above-mentioned.
- 01:34:636 (1,2) - Reduce the distance.
- 01:37:486 (2,3,1) - Reduce the distance of (3,1).
- 01:38:236 (1,2,3) - Move (2) closer to the centre.
[ ZiRoX's Platter]
Gameplay
- 00:03:436 (1) - , 00:04:036 (3) - Personally these 2 sliders can be slanted more to the horizontal. More movements can be shown here in my opinion.
- 00:58:036 (3,4,1) - A bit strange to have only 2 circles in (4) here. Maybe you can join (3,4) together and form a curved path? You also used this technique in 01:26:836 (7,8,9,10,11) - .
Nice Platter.
[ Ascendance vs. Spec's Rain]
Gameplay
- 00:02:986 (2,3) - Slant (2) a bit to the vertical. Too many movements at this point and can catch players off guard because of the quick HDash jump afterwards.
- 00:06:586 (3,1) - Better to curve the start of (1) slightly, because the anti-flow here is really uncomfortable to play with.
- 00:12:136 (2,3,4,1) - A bit strange to have (3,4) easier here, I think the build-up will be better if you do it like this: *Screenshot 1 | *Screenshot 2 (Moving 00:13:036 (1,2,3,4,1,2,1) - altogether to x:384).
- 00:25:336 (4,5) - Reduce the distance here.
- 00:32:086 (5,1,2,3) - The anti-flow here can be minimized by shortening the distances among (1,2,3) or curving the path of (1,2,3).
- 00:36:736 (4,5,6,1,2,3) - ^
- 00:48:736 (3,1,2) - Shorten the distance of (1,2) here please, it is too quick to read and it is easy to miss.
- 00:50:536 (2,3) - I find this distance quite large, consider either shortening this distance, or curving (2) like this: *Screenshot which can allow players to prepare.
- 01:03:436 (1) - Slant this slightly more to the horizontal please. Too little movements are observed here.
- 01:19:936 (1) - Remove NC.
- 01:24:736 (2,1) - Add HDash here? Actually you can change the pattern at 01:23:536 (1,2,3,4) - to achieve this.
- 01:26:836 (5,6,7,8) - What about changing them to this pattern: *Screenshot so the build-up can be more intense and with notable difference.
- 01:34:936 (1,2,3,4,5,6) - Try adding one HDash in this part to spice things up, currently there's none which I find a bit empty. Maybe you can try adding one at 01:36:136 (4,5) - . You can change the patterning to achieve it.
[ Reimu's Rain]
Gameplay
- 00:04:936 (3,1) - Please remove the anti-flow part here by reversing the direction of (2) and move 00:05:086 (1) - slightly to the left in order to keep the HDash.
- 00:07:823 (2,3,4) - Can't really notice the sounds here, how about removing these circles and lengthen 00:07:036 (1) - to end at 00:07:861 - ? Also it is a bit bizarre to have only this part with 1/8 usage, not consistent.
- 00:55:186 (4,1) - You missed a HDash here.
- 01:03:136 (4,5) - Reduce the distance here please, it is really hard to notice (5) after making the HDash jump.
- 01:04:036 (5,6) - Reduce the distance here because it is easy to overshoot at 01:03:736 (4,5) - and shortening the distance by one or two would help a lot.
- 01:19:336 (2,3) - Same as 01:03:136 (4,5) - .
- 01:19:936 (6,7,1) - Hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects. - From the Ranking Criteria
- 01:25:036 (1,2,3,4) - How about doing something fun here instead of having the same movement type, like this: *Screenshot
[ Sorcerer's Overdose]
Gameplay
- 00:31:036 (1,2,3) - The movement of (1,2) is so tricky here. Consider using other pattern, like this: *Screenshot
- 00:35:836 (1,2,3) - ^
- 00:39:361 (7,1,2,3,4,5,6) - Reduce the distances among (1,2,3) and (4,5,6) respectively, this is mostly because players will miss (1,2,3) if they missed the HDash at (7,1), and (1,2,3) is a close call for HDash usage.
- 00:51:436 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - This whole part is exactly the same movement style, consider changing one or two to show some variety in the patterning. Currently all of them are about left-righting.
- 01:06:636 (6,7,8,1) - This is way too hard to read, too many snapped HDashes at the same part making it confusing to play. Please remove one of them so it doesn't appear to be messy.
- 01:20:236 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - Same thing.
[ Emiru's Hi-Speed Overdose]
Gameplay
- 00:11:086 (3,4) - The part where HDash is placed is a bit awkward. How about merging the tail of (3) and (4) into a triplet, then a HDash to 00:11:686 (5) - ? It looks much cleaner and easier to read.
- 01:03:136 (1) - Consider slanting it a bit to the vertical, currently it is too horizontal and harder to catch in a good flow.
- 01:04:036 (3) - ^
- 01:05:536 (4,1) - I was expecting a HDash here. Maybe you can change 01:05:536 (4) - into a curved path that goes left.
- 01:09:386 (1) - Remove NC.
Good Overdose.
[ :b:]
Gameplay
- 00:07:261 (7,8,9,10,11) - Incline some of the sliders here please, it is really bad in flow as the players have to stop immediately after reaching each notes with HDash momentum.
- 00:37:486 (5,6,7,8) - How about Ctrl+H'ing (5,6) and replacing it as (7,8)? The current one is in a poor flow as well, it is quite strange.
- Kiai Time: Basically please slant most of the horizontal sliders, because players often need to hold their dash in order to catch them all, and that will be so easy for them to miss. Slanting the sliders to a degree that most players will find them easy with only a few dashing, would be a great decision.
- 01:20:236 (1,2,3,4) - Please don't use this kind of slider, it is way too vertical and players have a major risk in overshooting. Either slant them more or just use curved trajectories.
- 01:22:636 (1,2,3,4) - ^, and this one is more suitable with curved sliders.
The speed bursting HDash jumping, i.e. 00:58:036 (1,2,3,1,2,3,1) - , 01:26:836 (3,4,5,6,7,8,1) - may show some controversies. Please think twice whether you really want to keep them, or use some similar patterns but less HDashes and gimmicks, so the chance in ranking this map successfully would be enhanced.
Good luck!