Thanks for noticing, I totally forgot about the OD. That the OD exists .
Hello there! I am not feeling well, I will just mod the Overdose and pinpoint some general issues.
█ Optional to change --- █ Suggested to change --- █ Unrankable[ General]
- Uncheck 'Widescreen Support' in Shano's Rain.
- I am uncertain about the singer's name, is it 'Aya Uchida' or 'Uchida Aya'? Perhaps you can check it up or ask some metadata professionals.
- Combo Color 2 (Dark purple) might be too dark, I think players may miss easily if they play with a dimmed background.
Since Combo Color 1 is purple, maybe you can change Combo Color 2 to Grey/White tone.[The Last's Platter]
- AR=OD for all osu!catch difficulty. In this case, the OD of your Platter should be 8.3 instead of 6 to cohere with the value of AR (8.3).[afraid...]
After my first testplay, I feel that this difficulty still need some improvements before going on. I will leave some general comments below so you can fix them and try to avoid making such mistakes again.
Some jumps are quite large. This is because the distance between the corresponding notes are too big, but they are not supported by hyperdashes. For instance:
- 00:01:505 (5,6) - The distance between them is too large, it is nearly impossible for players to spot the jump in their first play, reducing it will be a good solution.
- 00:04:505 (6,7) - ^
- 00:32:839 (1,2) - Really easy to miss (2) here because the movement of 00:32:672 (5,1) - may distract players, while the jump at (1,2) here is quite large, almost calling for a hyperdash. Please reduce the distance of (1,2).
- 00:43:839 (2,3) - There are some space left between these two notes here, but it may not be enough, it is still so easy to miss, basically because players may not be ready for this kind of edge-screen jumps. If you want to make use of this jump, you can increase the distance of 00:43:505 (1,2) - so players will be more ready for the jumping section. Yet I recommend reducing the distance here to a comfortable one (You can reach this by testing a few times after fixing, trial-and-error).
Some parts of the map have bizarre rhythms. This may affect player's rhythm sense as they tap dashes or movement keys with a different frequency, also not matching the song itself's rhythm. For example:
- 00:02:172 (1,2,3,4,5) - You started 1/2 sliders a half beat late, which already caused the dash timing to delay for a bit. Would be better if you start 1/2 sliders from 00:02:172 - , or you add one more circle at 00:02:338 - before using 1/2 slider at 00:02:505 - .
- 00:40:672 (2,1,2,3,4,5,6,7) - Strange note pattern here. I think the stanza begins at 00:40:838 - so it will match the song more if you remove 00:40:672 (2) - , then add a circle at 00:40:672 - ; 00:40:838 - and 00:41:006 (1,2,3) - are some curve circle patterns or 1/2 sliders, and 00:41:505 (4,5,6,7) - is the same with this kind of pattern (maybe you can do symmetry). The current one is bizarre and it doesn't match the song's main beats.
- 01:09:672 (5,1,2,3,4,1,2) - Strange stream pattern, better if you cut the stream into parts of 1/4 sliders/2 circles. One of the examples: *Screenshot. Doing these stream patterns can match the song's main beats and rhythm.
Some patterns are way too hard. What I mean hard is that they may cause fails if the players are unable to follow for a few notes. This is usually brought about by the multiple hyperdash patterns in this map. For instance:
- 00:53:838 (1,1,1,2,3,4,5,6) - Firstly, for 00:53:838 (1,1) - the sudden change in the dashing direction will definitely confuse players, and due to such inward movement, players oftenly miss and may even lose track of the upcoming hyperdash jumping part. Don't do this kind of change, unless the pattern earlier has something similar that allow players to get ready. Secondly, for 00:54:172 (1,2,3,4,5,6) - not a big fan of this kind of jumping, it can be harsh and cause a fail if you missed a hyperdash move. Better if you use other 1/2 slider patterns, or some jumping that consist of normal dashes and hyperdashes.
- 00:59:422 (2,1,2,3,4,5,6) - For 00:59:422 (2,1,2) - the hyperdash distances are similar but the timeline distance of 00:59:422 (2,1) - is different from 00:59:505 (1,2) - , which can trick players and miss very easily after this jump. Also, for 00:59:505 (1,2,3,4,5,6) - has the same issue above.
Odd emphasis can be found. Hyperdashes are always used to emphasis main beats of the song, or the cymbal hitsounds around the whole map. For example:
- 00:06:005 (6,7) - There should be a hyperdash between them because (7) here is the start of another stanza (You can hear that because it is the start of another instrument). Also you can fix the pattern of 00:05:672 (2,3,4,5) - , kind of antiflow between 00:05:506 (1,2,3,4,5) - which bring about uncomfortable jumping.
- 00:34:006 (1,2,3) - Strange to have hyperdash between (1,2) here. Can't see why (2) is a beat that should be emphasized strongly. In fact, I think (3) is the main beat here (mostly main beats are at red tick or white tick). You can change to this if you want: *Screenshot.
- Not going to pinpoint more, but the major tip here: Mostly hyperdashes are placed every 4 white ticks; start of Kiai/chorus; notes with Finish hitsound (cymbals).
New Combo (NC) issues. Try to separate notes into combos by stanzas / every 2 or 4 white ticks. For example:
- 00:04:839 (8) - This should be NC'ed because it is the start of another 4 white tick timeline. You can observe this by looking at 00:00:839 - 00:04:672 - , NCs are made every 4 white ticks.
- 00:06:172 (7) - NC.
- 00:23:006 (1) - Remove NC.
- 00:24:839 (5,1) - Add NC at (5) and remove the existing one at (1).
- 00:27:505 (6,1) - Add NC at (6) and remove the existing one at (1).
- 00:34:006 (1,2,3,1,2,3) - You can group them into a combo, players may be confused if there are too many fruit splashes over the board.
- 00:36:838 (1,1,2) - Group this part if you did the same above at 00:34:006 (1,2,3,1,2,3) - .
- 00:38:172 (4,1) - Add NC at (4) and remove the one at (1).
- There are more but I think you can find them out yourself.