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Rob Gasser - Taking Over (ft. Miyoki)

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[Nemesis]
From my queue.

Conquest

00:26:040 (4,5,6,9,10,11) - it isn't too consistent, the rhythm is practically the same, yet one of the triples is stacked, while the other one isn't (I get that there's a slider, but I'd still make it a bit more consistent)
00:51:557 - strong sound, emphasized by nothing but a sliderend, I think you should reconsider your rhythm choices in this section
01:06:471 (6,1) - isn't the spacing too big, considering that it's right after a 1/4 stream?
01:16:213 (1,1,2,1) - increase spacing
01:28:539 (14,1) - this isn't okay. It's unexpected and sudden. Nerf pls it's unplayable. 01:27:764 (5) - NC here btw
01:42:075 - to 02:07:247 - the buildup section (especially the circles with unclear flow) feel really clunky and uncomfortable to play. I'd personally rework it so that it's more readable and clear. (this is AR9 so it won't be as clear as you think)
02:20:523 (11) - meh slider, but I guess I can accept it
02:43:109 (1,2,3,4) - the previous buildup had a stream, while this one has 1/4 sliders, while the music is practically the same, why?
03:07:850 (6,1) - that's waaaaaaaaayyyyyyyy too overdone.
03:29:919 (14,1) - again

Insane

00:37:592 (1) - bend it more, feels weird compared to 00:34:833 (1,1) -
01:11:730 (8,1,4,6) - I believe you need to work on things like this, they're inconsistent, even though there's a NC on one of them it still feels weird and inconsistent.
02:10:006 (1,2,3,4,5,6,1) - feels too simple, add some nice curves in and it will be cool beans
02:15:006 (8,1) - stack sliderends

That's all from me, good luck \:D/
Topic Starter
Mir

[Nemesis] wrote:

From my queue.

Conquest

00:26:040 (4,5,6,9,10,11) - it isn't too consistent, the rhythm is practically the same, yet one of the triples is stacked, while the other one isn't (I get that there's a slider, but I'd still make it a bit more consistent) - it's consistent with every other case
00:51:557 - strong sound, emphasized by nothing but a sliderend, I think you should reconsider your rhythm choices in this section - it's a compromise because the synth is on the blue and i don't want to miss the snare and that would just make weird rhythm so this was the best i could do
01:06:471 (6,1) - isn't the spacing too big, considering that it's right after a 1/4 stream? - nope
01:16:213 (1,1,2,1) - increase spacing
01:28:539 (14,1) - this isn't okay. It's unexpected and sudden. Nerf pls it's unplayable. 01:27:764 (5) - NC here btw - hello you literally pointed out the other baby streamjump i use to introduce this :/ and i don't really need to nc there
01:42:075 - to 02:07:247 - the buildup section (especially the circles with unclear flow) feel really clunky and uncomfortable to play. I'd personally rework it so that it's more readable and clear. (this is AR9 so it won't be as clear as you think) - it.. plays fine
02:20:523 (11) - meh slider, but I guess I can accept it - thank you your majesty im glad you can accept my aesthetic style
02:43:109 (1,2,3,4) - the previous buildup had a stream, while this one has 1/4 sliders, while the music is practically the same, why? - 00:41:730 (1,2,3,4) - consistency
03:07:850 (6,1) - that's waaaaaaaaayyyyyyyy too overdone. - no
03:29:919 (14,1) - again - maybe if i used this so many times it must be a concept of the map :thiiiiiiiiiiiiiiiiiingking:

Insane

00:37:592 (1) - bend it more, feels weird compared to 00:34:833 (1,1) -
01:11:730 (8,1,4,6) - I believe you need to work on things like this, they're inconsistent, even though there's a NC on one of them it still feels weird and inconsistent. - do it because the 1 is more emphasized also while it looks inconsistent as a pattern it is done everywhere so it isn't inconsistent in the context of the entire map
02:10:006 (1,2,3,4,5,6,1) - feels too simple, add some nice curves in and it will be cool beans - sorry but it's fine for me
02:15:006 (8,1) - stack sliderends

That's all from me, good luck \:D/
Thanks
LimePixel
NM request that you stole :<
(jk) Hope it helps:

[Easy]
Check AiMod (Ctrl+Shift+A) because an object is off screen, and enable distance snap check.

-00:40:351 (3,4) - For better aesthetics, I think you should copy 00:38:971 (1,2) and paste them here so that they're parallel. Move back into place when finished.
-00:53:109 (2,3) - Here, and in other instances, I suggest making a blanket. Looks way better than just randomly positioned like this
-01:22:075 (2) - Add an anchor point so the slider curves upwards, and leads into 01:23:109 (3)
-02:32:075 (1) - Make this slider shape similar to 02:26:557 (1), since they're mapped to the same vocals.

[Normal]
(check DS in AiMod, Easy and Normal diffs should be consistent with DS bcs of newer players)

-00:24:144 (4) - I don't feel like this expresses the vocals at all. Do something similar to 00:29:833 (4,5,6)
-03:08:971 (4) - Make this a 1/2 slider and add a circle at 03:09:316

[Hard]
-00:34:488 (3,2) - Small but, stack these maybe? (Suggestion)
-01:00:868 (4,1) - Place #4 on top of #1's slider head? (Suggestion)
-01:11:213 (1) - Are you trying to emphasize this? Because there doesn't need to be a NC here
-01:11:902 (4) - Same suggestion as above

[Insane]
-00:45:695 (6) - I think you should remove the reverse arrow and add a circle or 2, it better suits the music
-01:46:385 (5,6) - The placement of these implies that #6 is much closer to #5 in the timeline, but there's a whole beat gap. Space them out a bit, so they at least don't overlap.
-02:40:351 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - Might want to hitsound this part more aggressively.
-02:50:868 (8,10) - Stack
-02:53:626 (7,9) - ^

That's pretty much it.
Nokashi
Hello There
It's me again

Easy
The object placement is really cluttered in places ( example being this ) This cluttered placement is more apparent on non-kiai sections than kiai sections, where the SV is increased. the clutter on kiai could be fixed with a subtle 0.05 SV increase. How you adress the clutter on non kiai is totally up to you
  1. 00:26:730 (3) - Ehh the tick here 00:27:419 - is relatively stronger and having it on a sliderend feels underwhelming. 1/2 slider -> circle rhythm would work well and also the gap after this tick ensures that this isnt too strainful
  2. 00:23:109 (2) - Perhaps a -5 rotation would rearrange it slightly so it fits better visually with 00:24:488 (3) -
  3. 00:38:971 (1,2,3,4) - This feels wayyy too barren for the sound that its based upon. Its somewhat more dense it terms of clickable objects but the gaps are really big between the circles. As such, I would recommend a rhythm like this or something variant. Similar point here 02:40:351 (1,2,3,4) -
  4. 01:06:213 - Sliderend hitsound is really awkward. You must have used the hitsound copier since this is a sample thats used for a stream in a similar part in top diff. However here it doesnt give favourable feedback. A stronger hitsound would have played better
  5. 01:06:902 (2) - Give it more of a curve or jagged shape to make it seem less cluttered visually
  6. 01:20:695 (1,2) - Would have been neat if they were symmetrical and similar shapes
  7. 01:28:626 (1) - Could have been more visually appealing if the red anchor was yanked up a bit more
  8. 01:29:488 (2,2,2) - These fellas here feel really off rhythmically. While 01:32:764 (3,3) - these use 3/2 rhythm with feedback on 01:36:557 - these ticks respectively for every slider, having the denser variation of this rhythm with emphasis on the red tick right before removes emphasis from the prominent rhythm. While I understand the accentuation on the red tick, rhythm consistency is more vital for an easy diff imo
  9. 02:01:730 (1,2) - Leaning towards this rhythm 02:08:626 (3,4) - ( and making 02:04:488 (1) - with no reverse ) seems like a denser choice you could go for
  10. 02:07:247 (1) - Turning this into a 1/1 slider will not only be consistent with 02:08:626 (3,4) - in a sense but also fill up the rhythm density in this part
  11. 02:15:178 (3,3,3) - Ehhh you either forgot to hitsound this or idk. If its not the case consider adding something with more of a kick here at least for that extra feedback
  12. 02:26:557 (1) - AaaAaAaAaaAAAAAAAAAAAAAA. *clears throat* i mean, plain wave slider would have been great here
  13. 03:09:662 (4,1,2) - Kinda cluttered visually, could be worked upon
  14. 03:15:179 (4,1,2) - Similar point here ^
Neat.

Normal
  1. 00:21:730 (1) - I would replace this with a plain circle in order to emphasize the unique sound the following 1/2 sound expresses and differentiate it from the rest
  2. 00:25:178 (1,2) - These are of equal prominence so I believe the best way to express them is by a slider
  3. 00:25:868 (3) - You do encourage 1/2 clickable rhythm at times so it would be a great idea to turn this into 1/2 slider -> circle to emphasize the synth better
  4. 00:27:419 (5) - On the same basis as the point above, you could utilize a circle -> 1/2 slider rhythm here
  5. 00:40:868 - circle would work nicely here so as to differentiate this rhythm from 00:38:971 (1,2) - since the music in the former is more intense than the latter
  6. 00:45:868 (5) - the 3/2 gap is a bit awkward and kills the movement thats been accumulated up until this point. As such, I would recommend this rhythm instead
  7. 00:51:385 (5) - Similar point here^
  8. 00:56:902 (5) - S A M E T B H
    Yeah generally this applies to all the 3/2 gaps present in the kiais. Except second one, in the second one it works imo
  9. 01:16:040 - Circle here would work nicely for the denser and more accentuated rhythm
  10. 01:28:282 (6) - Should have been a 1/2 slider, consistency with 01:17:247 (6) -
  11. 01:28:626 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is not hitsounded
  12. 02:00:178 - You could drag the break fade in up to here to emphasize the exit from the break with the higher pitched/held vocal note
  13. 02:09:316 (5) - Splitting into 1/2 slider -> circle seems like the optimal choice for the added movement
  14. 02:42:247 - circle here, similar point with 00:40:868 -
  15. 03:11:902 (4) - Ehh this touches the lifebar a lot, not necessarily unrankable but do fix it if it doesnt ruin your object composition here
Also pretty clean.

Hard
The thing that reall bothers me with this diff is the use of the 1/1 reverse on the kiai on sounds like 00:44:488 (1) - . Basically the strongest kick in the song is left unclickable. This might have been a necessary sacrifice for the integrity of the hard diff but keep in mind you expressed weaker parts of the synth ( not the kicks/drums/snares ) with denser rhythm
  1. 00:22:419 (1) - Could be spaced more from the previous object to offer that extra accentuation on the first kick
  2. 00:24:488 (4,5) - You expressed the synth here in a denser manner in the normal diff so it seems weird to me that this is expressed with plain 1/2 sliders here. I would opt for a rhythm playing around circles. Maybe 00:24:488 (4) - making this 2 circles
  3. 00:53:799 (3) - the vocals are about to spike along with the snares so for the added continuity i would opt for a 1/2 slider here instead
  4. 00:55:351 (7,1) - This spacing spike is justified but its the only one that appears during the kiai, with downbeats of equal importance like 00:52:419 (7,1) - retaining the DS almost all the objects do
  5. 01:00:178 (1,2,3,4) - Noticable spacing/patterning inconsistency with 00:49:144 (1,2,3,4) -
  6. 01:09:316 (1,2) - since 1/1 movement was expressed along with the choppy vocal with a pause, directly stacking the following 1/1 gap kills the purpose of the pause accentuation. Would have been better if you spaced both jumps in a 1/1 manner. Same applies for all similar occurences, i trust that you can spot them and adjust accordingly should you agree
  7. 01:20:351 (1,2,3) - Same point as above^
  8. 01:25:868 (1,2,3) - Yup^
  9. 01:28:282 (7) - Drag it a 1/4 tick back and directly space 01:28:282 (7,1) - more, consistency with 01:06:213 (7,1) -
  10. 01:41:730 (5,6) - would have been better if this was spaced to emphasize the vocal
  11. 02:11:040 - after this point it goes up to 1/8. You could map it if u buffer it up to 1/4, ending it here 02:11:299 -
  12. 02:14:661 (6,7) - If you are up for using variable spacing, This could have been spaced more to account for the kick
  13. 02:20:351 (7,8) - Same^ . Yeah you get the idea here to apply on others, should u agree
  14. 02:28:454 (6) - You could be consistent and use circles to express this rhythm
  15. 02:33:282 (4,5) - The visual distancing could be improved to spread them out into the playfield
  16. 02:50:523 (1,2,3,4) - I find the movement a bit too linear and underwhelming considering the fact that the prolonged jumps on the previous kiai were more intense
  17. 03:12:592 (1,2,3,4,1) - Again here visual distancing is a bit too cluttered. Spreading them out in the playfield would seem like the best option
  18. 03:29:661 (7,1) - Could have been less forced of a snap if the spacing was smaller
Only compaint should be what i stated in the intro of this diff, along with some spots where the jumps were kinda underwhelming, or cluttered

Insane
  1. 00:22:075 (4) - The 1/4 is somewhat continuous through this slider and the sliderend overlaps a prominent drum that could have been utilized as a triple. As a consequence this rhythm could have been more intuitive if the 1/2 slider was a 1/4 slider and circle that makes the other 2 a full triple
  2. 00:27:075 (3) - The synth of the sliderend is correlated with the the 3 1/2 sliders afterwards so it feels offputting to not be clicked. 1/2 slider -> circle seems like the better choice
  3. 00:41:730 (1,2,3,4) - Compared to the overlap of the 1/2 variant of this pattern, this is too overlapped, spread them out a bit
  4. 00:44:488 (1,2) - Probably a mistake on your part, you might have decided to drop the 1/4 snap on the kiai and forgot to switch this to 1/2 since this is the only 3/4 -> 1/4 rhythm in this kiai and there isnt anything special in this tick. Hell, 3/4 is overdone as it is
  5. 00:48:109 (3,4) - Really underwhelming jump, taking into consideration the previous 2 jump patterns, doesnt really compliment the snare
  6. 00:49:661 (9,10) - the snare is prominent on 9 so it would be great to represent it with an angle switch
  7. 00:54:144 (1,2,3,4,5,6,1) - These could use a buff, considering the nature of previous jumps I would expect this snappier assortment of jumps to be spaced more
  8. 01:00:868 (10) - Moving this to x:334|y:91 or something similar
  9. 01:05:695 (3,1) - the movement here feels iffy to me in a sense thats its really sudden and out of nowhere. Placing (3) closer to the stream would more time to reposition the cursor, so as to aim the stream. In the meantime, make sure to buff this as well
  10. 01:07:592 (5,6) - This jump is a bit too much since nothing really intense is accentuated. So having a kiai-level spacing on a plain synth is a bit overwhelming
  11. 01:42:419 (1,2,1,2,3,4,1,2,3) - Somewhat subjective but this could have been more diverse in terms of movement. Maybe try a soft 1/1 movement, much like what u did on 00:25:178 (3,4) - (that kind of movement)
  12. 01:52:419 (2,3) - Expressing this as a slider will make the following pattern stand out more as the only circles present here will be the circles in the pattern
  13. 01:56:557 (2,3) - Switching this to a held slider starting from 2 and ending from 3 would compliment the held vocal better as well as make the different rhythm of 3 more lenient to the player
  14. 02:09:661 (6,7) - Since you stacked the circles which express the synth here, you then avoided doing it with this one 02:09:488 (5) - As such i would expect the circles with synth and not snares or kicks on them to be seperated patterning-wise
  15. 02:17:419 (6) - The snares are pretty strong here you could go for some jumps instead. Also since held sliders are on higher pitched synth, I actually expected this 02:17:937 (7,8) - to be 1/2 slider as well
  16. 02:23:626 (11,1) - I find the movement here a bit awkward to snap. As it stands the angling is a bit weird adding the fact that the movement to the (1) is super underwhelming considering the distinct kick it has. I moved the second kickslider to x:150|y:32 , see how it works for you
  17. 02:28:971 (7) - In order to be consistent with your patterning I would expect this to be subtly overlapping 02:29:316 (1) - . 02:29:144 (8) - Also this needs to be repositioned accordingly so 8 - > 1 isnt a super spiky jump
  18. 02:45:868 (1,2) - Same thing about what i said about this 3/4 rhythm in first kiai uwu
  19. 02:55:523 (1,2,3,4,5,6,1) - Super underwhelming, I would buff
  20. 02:59:144 (7,8,9) - Same^
  21. 03:29:661 (10,11,12,13) - It would be more intuitive to spice things up here by turing these 4 circle into 2 1/4 sliders to accompany the distinct synth present in these 4 circles

Conquest
  1. 00:27:419 (9,10,11) - Could be spaced more
  2. 00:44:402 - Silence this sliderend thank
  3. 00:53:799 (5,6) - Why did you stack them, if you wanted to kill movement at least lower spacing, not directly stack
  4. 01:04:833 (5,6) - Same^
  5. 01:42:764 (2,1) - Consider adding more spacing with every NC change to differentiate them not only with that NC
  6. 01:47:419 (6) - Should have been NCed, to be consistent with how you worked with NCs on 01:42:764 (2,1) - and so on
  7. 01:48:282 (2,3) - Also NC here
  8. 02:10:695 (9,10,1) - Luckluster movement imo, considering how you played with such 1/4 slider spacing in the past
  9. 02:17:937 (12,13) - Consider turning this into a 1/2 slider instead to differentiate it from the rest of the pattern, since no intense kicks are present here, but synth
  10. 02:28:971 (12,13) - Similar point
  11. 02:45:782 - Silence sliderend thank
  12. 03:17:074 (3,4) - I would expect this jump to be larger to be honest, kick is really strong
Those extended sliders every measure in the kiai are a bit ehhh, since theres nothing on the blue tick basically, but i guess it works /shrug

Best of Luck~~~!
Topic Starter
Mir

Nokashi wrote:

Hello There
It's me again

Easy
The object placement is really cluttered in places ( example being this ) This cluttered placement is more apparent on non-kiai sections than kiai sections, where the SV is increased. the clutter on kiai could be fixed with a subtle 0.05 SV increase. How you adress the clutter on non kiai is totally up to you - it actually doesn't seem cluttered to me tbh so im fine with this i will fix some instances of ugliness tho
  1. 00:26:730 (3) - Ehh the tick here 00:27:419 - is relatively stronger and having it on a sliderend feels underwhelming. 1/2 slider -> circle rhythm would work well and also the gap after this tick ensures that this isnt too strainful - hmm i want to leave the gap here because it introduces 3/2 gaps very early and doesn't make them unexpected later
  2. 00:23:109 (2) - Perhaps a -5 rotation would rearrange it slightly so it fits better visually with 00:24:488 (3) -
  3. 00:38:971 (1,2,3,4) - This feels wayyy too barren for the sound that its based upon. Its somewhat more dense it terms of clickable objects but the gaps are really big between the circles. As such, I would recommend a rhythm like this or something variant. Similar point here 02:40:351 (1,2,3,4) -
  4. 01:06:213 - Sliderend hitsound is really awkward. You must have used the hitsound copier since this is a sample thats used for a stream in a similar part in top diff. However here it doesnt give favourable feedback. A stronger hitsound would have played better
  5. 01:06:902 (2) - Give it more of a curve or jagged shape to make it seem less cluttered visually
  6. 01:20:695 (1,2) - Would have been neat if they were symmetrical and similar shapes - im not too bothered by this since the 1 is cooler anyways in the song
  7. 01:28:626 (1) - Could have been more visually appealing if the red anchor was yanked up a bit more
  8. 01:29:488 (2,2,2) - These fellas here feel really off rhythmically. While 01:32:764 (3,3) - these use 3/2 rhythm with feedback on 01:36:557 - these ticks respectively for every slider, having the denser variation of this rhythm with emphasis on the red tick right before removes emphasis from the prominent rhythm. While I understand the accentuation on the red tick, rhythm consistency is more vital for an easy diff imo
  9. 02:01:730 (1,2) - Leaning towards this rhythm 02:08:626 (3,4) - ( and making 02:04:488 (1) - with no reverse ) seems like a denser choice you could go for
  10. 02:07:247 (1) - Turning this into a 1/1 slider will not only be consistent with 02:08:626 (3,4) - in a sense but also fill up the rhythm density in this part
  11. 02:15:178 (3,3,3) - Ehhh you either forgot to hitsound this or idk. If its not the case consider adding something with more of a kick here at least for that extra feedback
  12. 02:26:557 (1) - AaaAaAaAaaAAAAAAAAAAAAAA. *clears throat* i mean, plain wave slider would have been great here - subjective tbh :3
  13. 03:09:662 (4,1,2) - Kinda cluttered visually, could be worked upon
  14. 03:15:179 (4,1,2) - Similar point here ^
Neat.

Normal
  1. 00:21:730 (1) - I would replace this with a plain circle in order to emphasize the unique sound the following 1/2 sound expresses and differentiate it from the rest
  2. 00:25:178 (1,2) - These are of equal prominence so I believe the best way to express them is by a slider - ... if they're equal they should be circles. a slider implies the start is stronger
  3. 00:25:868 (3) - You do encourage 1/2 clickable rhythm at times so it would be a great idea to turn this into 1/2 slider -> circle to emphasize the synth better
  4. 00:27:419 (5) - On the same basis as the point above, you could utilize a circle -> 1/2 slider rhythm here - disagreeing with both cuz i wanna use reverses and more 1/2 stuff for vocals instead :x
  5. 00:40:868 - circle would work nicely here so as to differentiate this rhythm from 00:38:971 (1,2) - since the music in the former is more intense than the latter - ehhh... if anything a circle would be ambiguous in what it's following
  6. 00:45:868 (5) - the 3/2 gap is a bit awkward and kills the movement thats been accumulated up until this point. As such, I would recommend this rhythm instead
  7. 00:51:385 (5) - Similar point here^
  8. 00:56:902 (5) - S A M E T B H -
    Yeah generally this applies to all the 3/2 gaps present in the kiais. Except second one, in the second one it works imo - all focus is on drums here and the 3/2 is a consequence of that, it's easier for noobs to follow i think so
  9. 01:16:040 - Circle here would work nicely for the denser and more accentuated rhythm - i would rather not because then it turns into nearly 1 and a half measures of 1/2 gaps. too dense for my taste on a normal
  10. 01:28:282 (6) - Should have been a 1/2 slider, consistency with 01:17:247 (6) -
  11. 01:28:626 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is not hitsounded
  12. 02:00:178 - You could drag the break fade in up to here to emphasize the exit from the break with the higher pitched/held vocal note - inconsequential in terms of what noobs look for i think
  13. 02:09:316 (5) - Splitting into 1/2 slider -> circle seems like the optimal choice for the added movement
  14. 02:42:247 - circle here, similar point with 00:40:868 - same
  15. 03:11:902 (4) - Ehh this touches the lifebar a lot, not necessarily unrankable but do fix it if it doesnt ruin your object composition here - should be fine
Also pretty clean.

Hard
The thing that reall bothers me with this diff is the use of the 1/1 reverse on the kiai on sounds like 00:44:488 (1) - . Basically the strongest kick in the song is left unclickable. This might have been a necessary sacrifice for the integrity of the hard diff but keep in mind you expressed weaker parts of the synth ( not the kicks/drums/snares ) with denser rhythm - my justification for this is the sound is somewhat delayed in emphasis, you have the first one then the second stronger one. with the density of hard difficulties as it is i chose to use the 1/1 stacking in the section after the kiai because there are vocals there. i represented this case of 1/1 emphasis with a reverse slider on the stronger sound to show the delay in emphasis as a whole
  1. 00:22:419 (1) - Could be spaced more from the previous object to offer that extra accentuation on the first kick
  2. 00:24:488 (4,5) - You expressed the synth here in a denser manner in the normal diff so it seems weird to me that this is expressed with plain 1/2 sliders here. I would opt for a rhythm playing around circles. Maybe 00:24:488 (4) - making this 2 circles
  3. 00:53:799 (3) - the vocals are about to spike along with the snares so for the added continuity i would opt for a 1/2 slider here instead - I think having this gap emphasizes it enough cause the first couple of snares are quite static so i didn't do much in terms of 1/2 there, but 00:54:144 (4,5) - are a 1/2 beat later than 00:53:799 (3,4) - which means they're slower, so a slider i think fits better there to show that slowdown. it would be muddled if i used a 1/2 slider there to me
  4. 00:55:351 (7,1) - This spacing spike is justified but its the only one that appears during the kiai, with downbeats of equal importance like 00:52:419 (7,1) - retaining the DS almost all the objects do
  5. 01:00:178 (1,2,3,4) - Noticable spacing/patterning inconsistency with 00:49:144 (1,2,3,4) - it only looks so because of the stack, the spacing is the same and the pattern still has a back-and-forth concept so all's good here
  6. 01:09:316 (1,2) - since 1/1 movement was expressed along with the choppy vocal with a pause, directly stacking the following 1/1 gap kills the purpose of the pause accentuation. Would have been better if you spaced both jumps in a 1/1 manner. Same applies for all similar occurences, i trust that you can spot them and adjust accordingly should you agree
  7. 01:20:351 (1,2,3) - Same point as above^
  8. 01:25:868 (1,2,3) - Yup^ - i kinda disagree having them stacked gives it more emphasis because you have the lasting effect of said pause, and on top of that there isn't any movement for the second 1/1 gap
  9. 01:28:282 (7) - Drag it a 1/4 tick back and directly space 01:28:282 (7,1) - more, consistency with 01:06:213 (7,1) -
  10. 01:41:730 (5,6) - would have been better if this was spaced to emphasize the vocal - i don't really use much spacing emphasis so using it in a calm part would be out of place
  11. 02:11:040 - after this point it goes up to 1/8. You could map it if u buffer it up to 1/4, ending it here 02:11:299 - i know but 1/8 on a hard is ewhhhhh... i simplified it for now and we'll see how this is received
  12. 02:14:661 (6,7) - If you are up for using variable spacing, This could have been spaced more to account for the kick
  13. 02:20:351 (7,8) - Same^ . Yeah you get the idea here to apply on others, should u agree - i disagree on using variable spacing for a lot of places except very notable beats so this probably won't happen
  14. 02:28:454 (6) - You could be consistent and use circles to express this rhythm - the vocal is held so it's different to me
  15. 02:33:282 (4,5) - The visual distancing could be improved to spread them out into the playfield - i honestly don't see what's wrong with this :x
  16. 02:50:523 (1,2,3,4) - I find the movement a bit too linear and underwhelming considering the fact that the prolonged jumps on the previous kiai were more intense - it's actually a bit harder to hit the linear jump than the rest of the kiai parts so yeah
  17. 03:12:592 (1,2,3,4,1) - Again here visual distancing is a bit too cluttered. Spreading them out in the playfield would seem like the best option
  18. 03:29:661 (7,1) - Could have been less forced of a snap if the spacing was smaller
Only compaint should be what i stated in the intro of this diff, along with some spots where the jumps were kinda underwhelming, or cluttered - hmm,
i mostly disagree with that but i'll take a second look just in case

Insane
  1. 00:22:075 (4) - The 1/4 is somewhat continuous through this slider and the sliderend overlaps a prominent drum that could have been utilized as a triple. As a consequence this rhythm could have been more intuitive if the 1/2 slider was a 1/4 slider and circle that makes the other 2 a full triple - following woosh thing
  2. 00:27:075 (3) - The synth of the sliderend is correlated with the the 3 1/2 sliders afterwards so it feels offputting to not be clicked. 1/2 slider -> circle seems like the better choice - 00:27:592 (4,5,1) - seems slightly stronger to me so i wanted these clickable
  3. 00:41:730 (1,2,3,4) - Compared to the overlap of the 1/2 variant of this pattern, this is too overlapped, spread them out a bit
  4. 00:44:488 (1,2) - Probably a mistake on your part, you might have decided to drop the 1/4 snap on the kiai and forgot to switch this to 1/2 since this is the only 3/4 -> 1/4 rhythm in this kiai and there isnt anything special in this tick. Hell, 3/4 is overdone as it is
  5. 00:48:109 (3,4) - Really underwhelming jump, taking into consideration the previous 2 jump patterns, doesnt really compliment the snare
  6. 00:49:661 (9,10) - the snare is prominent on 9 so it would be great to represent it with an angle switch - there already is one o.o
  7. 00:54:144 (1,2,3,4,5,6,1) - These could use a buff, considering the nature of previous jumps I would expect this snappier assortment of jumps to be spaced more -
  8. 01:00:868 (10) - Moving this to x:334|y:91 or something similar - i think this is okay they're all kinda equal intensity and what the spacing doesn't do the flow does for emphasis
  9. 01:05:695 (3,1) - the movement here feels iffy to me in a sense thats its really sudden and out of nowhere. Placing (3) closer to the stream would more time to reposition the cursor, so as to aim the stream. In the meantime, make sure to buff this as well - you have a whole 1/1 gap to do it i think it's enough time
  10. 01:07:592 (5,6) - This jump is a bit too much since nothing really intense is accentuated. So having a kiai-level spacing on a plain synth is a bit overwhelming
  11. 01:42:419 (1,2,1,2,3,4,1,2,3) - Somewhat subjective but this could have been more diverse in terms of movement. Maybe try a soft 1/1 movement, much like what u did on 00:25:178 (3,4) - (that kind of movement) - for that kind of movement the synth felt different, but for here they're very plucky so i didn't do much movement
  12. 01:52:419 (2,3) - Expressing this as a slider will make the following pattern stand out more as the only circles present here will be the circles in the pattern - issue is they're two distinct sounds i would have otherwise mapped, so the angle change and nc will have to suffice
  13. 01:56:557 (2,3) - Switching this to a held slider starting from 2 and ending from 3 would compliment the held vocal better as well as make the different rhythm of 3 more lenient to the player
  14. 02:09:661 (6,7) - Since you stacked the circles which express the synth here, you then avoided doing it with this one 02:09:488 (5) - As such i would expect the circles with synth and not snares or kicks on them to be seperated patterning-wise - changed differently
  15. 02:17:419 (6) - The snares are pretty strong here you could go for some jumps instead. Also since held sliders are on higher pitched synth, I actually expected this 02:17:937 (7,8) - to be 1/2 slider as well - vocal is held so different rhythm, and those 7 and 8 have ding dong sounds on them so they're circles
  16. 02:23:626 (11,1) - I find the movement here a bit awkward to snap. As it stands the angling is a bit weird adding the fact that the movement to the (1) is super underwhelming considering the distinct kick it has. I moved the second kickslider to x:150|y:32 , see how it works for you - i think it's fine as it is, i did consider the movement as i made it and decided the change was fitting for the transition to the second section
  17. 02:28:971 (7) - In order to be consistent with your patterning I would expect this to be subtly overlapping 02:29:316 (1) - . 02:29:144 (8) - Also this needs to be repositioned accordingly so 8 - > 1 isnt a super spiky jump - mmm this is a different rhythm so the patterning is kinda different too cuz 02:17:937 (7,8,1) - don't overlap
  18. 02:45:868 (1,2) - Same thing about what i said about this 3/4 rhythm in first kiai uwu
  19. 02:55:523 (1,2,3,4,5,6,1) - Super underwhelming, I would buff
  20. 02:59:144 (7,8,9) - Same^
  21. 03:29:661 (10,11,12,13) - It would be more intuitive to spice things up here by turing these 4 circle into 2 1/4 sliders to accompany the distinct synth present in these 4 circles

Conquest
  1. 00:27:419 (9,10,11) - Could be spaced more
  2. 00:44:402 - Silence this sliderend thank
  3. 00:53:799 (5,6) - Why did you stack them, if you wanted to kill movement at least lower spacing, not directly stack
  4. 01:04:833 (5,6) - Same^
  5. 01:42:764 (2,1) - Consider adding more spacing with every NC change to differentiate them not only with that NC
  6. 01:47:419 (6) - Should have been NCed, to be consistent with how you worked with NCs on 01:42:764 (2,1) - and so on - gap is different there
  7. 01:48:282 (2,3) - Also NC here
  8. 02:10:695 (9,10,1) - Luckluster movement imo, considering how you played with such 1/4 slider spacing in the past
  9. 02:17:937 (12,13) - Consider turning this into a 1/2 slider instead to differentiate it from the rest of the pattern, since no intense kicks are present here, but synth
  10. 02:28:971 (12,13) - Similar point - the lower spacing does the trick for me, it's considerably lower - enough to notice a difference imo
  11. 02:45:782 - Silence sliderend thank
  12. 03:17:074 (3,4) - I would expect this jump to be larger to be honest, kick is really strong
Those extended sliders every measure in the kiai are a bit ehhh, since theres nothing on the blue tick basically, but i guess it works /shrug - was gonna silence them so did that

Best of Luck~~~!
Thanks Nokashi!! uwu

LimePixel wrote:

NM request that you stole :<
(jk) Hope it helps:

[Easy]
Check AiMod (Ctrl+Shift+A) because an object is off screen, and enable distance snap check.

-00:40:351 (3,4) - For better aesthetics, I think you should copy 00:38:971 (1,2) and paste them here so that they're parallel. Move back into place when finished.
-00:53:109 (2,3) - Here, and in other instances, I suggest making a blanket. Looks way better than just randomly positioned like this - mm for me it looks fine
-01:22:075 (2) - Add an anchor point so the slider curves upwards, and leads into 01:23:109 (3)
-02:32:075 (1) - Make this slider shape similar to 02:26:557 (1), since they're mapped to the same vocals. - a bit of pattern variation is okay in an easy

[Normal]
(check DS in AiMod, Easy and Normal diffs should be consistent with DS bcs of newer players)

-00:24:144 (4) - I don't feel like this expresses the vocals at all. Do something similar to 00:29:833 (4,5,6)
-03:08:971 (4) - Make this a 1/2 slider and add a circle at 03:09:316 - this rhythm is okay for a normal, otherwise i would do so

[Hard]
-00:34:488 (3,2) - Small but, stack these maybe? (Suggestion) - it's a custom stack
-01:00:868 (4,1) - Place #4 on top of #1's slider head? (Suggestion) - doesn't follow the movement i want
-01:11:213 (1) - Are you trying to emphasize this? Because there doesn't need to be a NC here
-01:11:902 (4) - Same suggestion as above

[Insane]
-00:45:695 (6) - I think you should remove the reverse arrow and add a circle or 2, it better suits the music - i would if the synth landed on a 1/2 beat but it's actually offtuneoffbeat a bit so this was the best i could do
-01:46:385 (5,6) - The placement of these implies that #6 is much closer to #5 in the timeline, but there's a whole beat gap. Space them out a bit, so they at least don't overlap. - you can read the approach circles easily for these
-02:40:351 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - Might want to hitsound this part more aggressively. - i think it sounds fine o.o
-02:50:868 (8,10) - Stack
-02:53:626 (7,9) - ^ - these are custom stacks

That's pretty much it.
Thanks!!
Shurelia
have a hoshi
Topic Starter
Mir

Shurelia wrote:

have a hoshi
thank you dad
Kaifin
im only 5 years late

Easy

  1. 00:37:247 (2,3) - really minor suggestion but moving 3 down a touch makes this look a lot better, it looks kind of off as is
  2. 00:48:626 - i understand why you did it but skipping this white tick sounds super super awkward, just putting a circle there would be a much better rhythm imo as you don't really miss any other white ticks in this fashion
  3. 00:53:109 (2,3) - placing 3 around where 00:55:523 (1) - is atm would give this such better flow, rn the flow is super awkward because the easy player will follow 2 all the way through and have to double back to hit 3: you'd have to adjust your placements, here's a way to do it that sticks in the grid of the old pattern
  4. 00:59:661 - i feel the same about this white tick, especially because the pattern is kind of anticlimatic(?) and misleading in a way, the rhythm is fine when you use it later but the large vocal note on the 2 white ticks i pointed out is why i think a circle would be better than nothing there
  5. 01:09:661 (2) - ctrl h for improved flow to 01:11:040 (3) ?
  6. 01:31:385 (1) - distance snap
  7. 01:31:040 (4,1) - blanket
  8. 01:34:144 (1) - distance snap
  9. 02:23:109 (3,1) - the flow between these two objects is super awkward, especially compared to 02:22:419 (2,3) - which is very natural, by moving 02:22:419 (2,3,1) - around you can fix the flow and even make the distance/angle between 02:22:419 (2,3) - and 02:23:109 (3,1) - the same (not pictured in screenshot but you get the idea)
  10. 02:38:626 (2,1) - why not just stack these it would look a million times better and the overlap isn't going to hurt, that or separate them more
  11. same stuff about the white ticks but if you wanna leave em blank cause you have a reason go ahead
  12. 02:48:972 (2,3) - these aren't parallel owo
  13. 02:51:386 (1) - distance snap
  14. 03:00:006 (2,3) - consider ctrl hing and flipping 2 for better flow, will take some shuffling around of stuff for distance snap here is how you could do it
  15. 03:13:455 (1) - distance snap
  16. 03:21:731 (5) - NC
  17. 03:22:075 (1) - no NC
  18. 03:24:489 (3) - NC
  19. 03:24:834 (1) - no NC
  20. 03:27:248 (4) - NC
  21. 03:27:592 (1) - no NC

    all those ncs are for consistency with your others

pokemon conquest

  1. 00:31:557 (4,5,6,7) - make these overlaps even for better aesthetic (make both the same amount of overlapped they are slightly off, if you made them the same angle it'd look a lot better too)
  2. 00:37:937 (9,11,12,1) - this comes off as really really messy since you use even overlaps here 00:35:178 (9,11,13) - and then immediately break that pattern
  3. 00:39:661 (3,4,5,6,8,10) - when your entire concept is overlapping, don't overlap stuff for seemingly no reason, just makes things look messy instead of stylish: this comes off as a mess of notes instead of a pattern because there is no discernible rhyme or reason to the overlaps
  4. 00:53:799 (5,6,1) - this is really awkward to play because the spacing between 5 and 6 vs 6 and 1 is such a drastic difference: giving 6 to 1 an easier to play angle would fix this issue as you'll see below
  5. 01:04:833 (5,6,1) - this is example of the pattern done right
  6. 01:06:557 (1,4) - why is this an overlap when 01:06:902 (2,6) - is stacked, either do both as overlaps or stack both
  7. 01:07:592 (5,8,9,10,11,12) - this is why i asked if you used stack view you do stuff like this all the time and it looks really messy
  8. 01:12:075 (1,4,5,6) - make overlaps even
  9. 01:16:213 (1,1,2) - can u make this even too
  10. 01:47:419 (6) - NC this for readability and to match what you did for the others, if you don't NC its literally unreadable
  11. 01:54:661 (3) - can you move this/the pattern to the right a bit so it doesn't have that really bad overlap, like so, also 1 is straight up off screen so you might wanna move it regardless, 3 is stacked on 01:55:868 (4) - in the screenshot
  12. 01:56:557 (2,3) - looks nice
  13. 01:58:971 (1,2) - does not look nice
  14. 02:03:626 (6,1) - same idea as before when i talked about it: random overlaps with no meaning take away from all your other ones and discredit it as sloppy mapping instead of a CoNcePt or whatever you were going for
  15. 02:42:419 (7,10) - stack these for a much better pattern it looks so bad as is
  16. why is the last kiai mapped so cleanly without any of the overlaps you've been doing for the whole map its like a different mapper in a bad way since it makes things even more inconsistent
  17. 03:11:902 (5,8) - stack
Topic Starter
Mir

Kaifin wrote:

im only 5 years late

Easy

  1. 00:37:247 (2,3) - really minor suggestion but moving 3 down a touch makes this look a lot better, it looks kind of off as is
  2. 00:48:626 - i understand why you did it but skipping this white tick sounds super super awkward, just putting a circle there would be a much better rhythm imo as you don't really miss any other white ticks in this fashion - yeah, i know, but it's necessary for a break between notes and i think here makes the most sense cuz you get both 00:58:626 (2,3) - starting on snares
  3. 00:53:109 (2,3) - placing 3 around where 00:55:523 (1) - is atm would give this such better flow, rn the flow is super awkward because the easy player will follow 2 all the way through and have to double back to hit 3: you'd have to adjust your placements, here's a way to do it that sticks in the grid of the pattern - i don't think the flow of this is too bad actually so i'll leave this as it is
  4. 00:59:661 - i feel the same about this white tick, especially because the pattern is kind of anticlimatic(?) and misleading in a way, the rhythm is fine when you use it later but the large vocal note on the 2 white ticks i pointed out is why i think a circle would be better than nothing there - same reply x.x
  5. 01:09:661 (2) - ctrl h for improved flow to 01:11:040 (3) ?
  6. 01:31:385 (1) - distance snap
  7. 01:31:040 (4,1) - blanket
  8. 01:34:144 (1) - distance snap
  9. 02:23:109 (3,1) - the flow between these two objects is super awkward, especially compared to 02:22:419 (2,3) - which is very natural, by moving 02:22:419 (2,3,1) - around you can fix the flow and even make the distance/angle between 02:22:419 (2,3) - and 02:23:109 (3,1) - the same (not pictured in screenshot but you get the idea)
  10. 02:38:626 (2,1) - why not just stack these it would look a million times better and the overlap isn't going to hurt, that or separate them more
  11. same stuff about the white ticks but if you wanna leave em blank cause you have a reason go ahead
  12. 02:48:972 (2,3) - these aren't parallel owo
  13. 02:51:386 (1) - distance snap
  14. 03:00:006 (2,3) - consider ctrl hing and flipping 2 for better flow, will take some shuffling around of stuff for distance snap here is how you could do it
  15. 03:13:455 (1) - distance snap
  16. 03:21:731 (5) - NC
  17. 03:22:075 (1) - no NC
  18. 03:24:489 (3) - NC
  19. 03:24:834 (1) - no NC
  20. 03:27:248 (4) - NC
  21. 03:27:592 (1) - no NC

    all those ncs are for consistency with your others

pokemon conquest

  1. 00:31:557 (4,5,6,7) - make these overlaps even for better aesthetic (make both the same amount of overlapped they are slightly off, if you made them the same angle it'd look a lot better too)
  2. 00:37:937 (9,11,12,1) - this comes off as really really messy since you use even overlaps here 00:35:178 (9,11,13) - and then immediately break that pattern
  3. 00:39:661 (3,4,5,6,8,10) - when your entire concept is overlapping, don't overlap stuff for seemingly no reason, just makes things look messy instead of stylish: this comes off as a mess of notes instead of a pattern because there is no discernible rhyme or reason to the overlaps
  4. 00:53:799 (5,6,1) - this is really awkward to play because the spacing between 5 and 6 vs 6 and 1 is such a drastic difference: giving 6 to 1 an easier to play angle would fix this issue as you'll see below
  5. 01:04:833 (5,6,1) - this is example of the pattern done right
  6. 01:06:557 (1,4) - why is this an overlap when 01:06:902 (2,6) - is stacked, either do both as overlaps or stack both
  7. 01:07:592 (5,8,9,10,11,12) - this is why i asked if you used stack view you do stuff like this all the time and it looks really messy
  8. 01:12:075 (1,4,5,6) - make overlaps even
  9. 01:16:213 (1,1,2) - can u make this even too
  10. 01:47:419 (6) - NC this for readability and to match what you did for the others, if you don't NC its literally unreadable
  11. 01:54:661 (3) - can you move this/the pattern to the right a bit so it doesn't have that really bad overlap, like so, also 1 is straight up off screen so you might wanna move it regardless, 3 is stacked on 01:55:868 (4) - in the screenshot
  12. 01:56:557 (2,3) - looks nice
  13. 01:58:971 (1,2) - does not look nice
  14. 02:03:626 (6,1) - same idea as before when i talked about it: random overlaps with no meaning take away from all your other ones and discredit it as sloppy mapping instead of a CoNcePt or whatever you were going for
  15. 02:42:419 (7,10) - stack these for a much better pattern it looks so bad as is
  16. why is the last kiai mapped so cleanly without any of the overlaps you've been doing for the whole map its like a different mapper in a bad way since it makes things even more inconsistent
  17. 03:11:902 (5,8) - stack
Thanks Kaifin!!
ZekeyHache
hifromthebnboysq

[Easy]
  1. 00:55:523 (1) - Seems the spacing is a noticeably off by mistake. Previous obj=1.04 and Next obj=1.00
  2. 01:07:937 (3) - 01:12:075 (1) - ^
  3. 00:58:626 (2,3) - You could make a blanket out of these two. It would be about manipulating a bit (2) and moving (3) a bit to get this neater pattern~
  4. 02:17:937 (3) - The flow would be more comfortable and intuitive if it was down rather than up, like this
  5. 02:51:731 (2) - It seems you missed a hitsound in the tail
  6. 03:08:282 (2) - Looks like it may be safe on widescreen on 16:9, but seems it gets some pixels off-screen in 4:3. Well, this is simple to fix, so better be 100% safe and move it up a bit~
  7. 03:11:041 (2) - You're touching the life bar (Default skin)
  8. 03:22:075 (2) - I suggest Ctrl+J to this slider for a more intuitive flow
[Normal]
  1. 01:20:695 (2) - Touching life bar on 4:3
  2. 03:18:626 (6,1) - ^
  3. 03:11:902 (4) - !!!!!!!
[Hard]
  1. 01:38:799 - Why is this break shortener here? It's not present in Insane and Conquest, which are the other diffs that include this particular break.
  2. 02:15:523 (1) - We suggest to move the tail a bit down to show more the path
  3. 02:57:937 (3,4) - You could make a blanket out of this
  4. 02:59:316 (7,1) - and 03:18:109 (5,6) - Blankets can be notably improved
[Insane]
  1. 00:22:419 (1,2) - Maybe replace these two circles with a slider to help players assimilate the sudden spacing usage change?
  2. 00:46:213 (7,8) - Blanket can be improved (don't forget that (8) is stacked with (5))
  3. 00:57:247 (6) - life bar + the blanket with (7) can be improved
  4. 01:21:040 (2) - OFF-SCREEN! UNRANKABLE! FIX IMMEDIATELY OMG OMG OMG X.X
  5. 01:24:144 (5) - and 02:59:316 (8) - Touches a bit the life bar, no biggie
  6. 01:57:419 (3) - I suggest to space it out more, it may cause confusion
  7. 02:23:799 (1,3) - Blanket can be improved
[The Krion Conquest]
  1. Insane provided more action with a sharp angle jump, and here you just go straight ezpz, I'd suggest trying something like this. Hmm, a stream could be nice too imo~
  2. 01:23:109 (1) - Don't you think it deserves a bigger jump like at 01:12:075 (1) - and 01:17:592 (1) - ? Well, at least as big as 01:12:075 (1) - since the other one I mentioned seems to be stronger, so I find it ok to be higher than the other two~
  3. 01:47:419 (1,2) - You've been using custom stacks on this particular section to separate objects at a 1/1 distance in the timeline, but here you throw this 1/2 all of a sudden. I'd suggest to use a slider or make a jump to differentiate from the other patterns
  4. 02:00:178 (4) - I find strange that you didn't make a jump on this strong vocal
  5. 02:26:557 (1,2,3) - You could have neater blankets here
oh ye, it's m4m from the q, so this is your mission: https://osu.ppy.sh/s/511592
That's it from me~ Maybe I will come back, but don't call me back. Good luck!
Topic Starter
Mir

ezek wrote:

hifromthebnboysq

[Easy]
  1. 00:55:523 (1) - Seems the spacing is a noticeably off by mistake. Previous obj=1.04 and Next obj=1.00
  2. 01:07:937 (3) - 01:12:075 (1) - ^
  3. 00:58:626 (2,3) - You could make a blanket out of these two. It would be about manipulating a bit (2) and moving (3) a bit to get this neater pattern~
  4. 02:17:937 (3) - The flow would be more comfortable and intuitive if it was down rather than up, like this
  5. 02:51:731 (2) - It seems you missed a hitsound in the tail
  6. 03:08:282 (2) - Looks like it may be safe on widescreen on 16:9, but seems it gets some pixels off-screen in 4:3. Well, this is simple to fix, so better be 100% safe and move it up a bit~
  7. 03:11:041 (2) - You're touching the life bar (Default skin) - barely, should be ok
  8. 03:22:075 (2) - I suggest Ctrl+J to this slider for a more intuitive flow
[Normal]
  1. 01:20:695 (2) - Touching life bar on 4:3
  2. 03:18:626 (6,1) - ^
  3. 03:11:902 (4) - !!!!!!! - still safe!!!


[Hard]
  1. 01:38:799 - Why is this break shortener here? It's not present in Insane and Conquest, which are the other diffs that include this particular break.
  2. 02:15:523 (1) - We suggest to move the tail a bit down to show more the path
  3. 02:57:937 (3,4) - You could make a blanket out of this
  4. 02:59:316 (7,1) - and 03:18:109 (5,6) - Blankets can be notably improved
[Insane]
  1. 00:22:419 (1,2) - Maybe replace these two circles with a slider to help players assimilate the sudden spacing usage change? - ehhh it's used again at 00:25:178 (3,4) - and another point after and it's pretty much the first pattern so i think this can stay (it's also not very hard to read)
  2. 00:46:213 (7,8) - Blanket can be improved (don't forget that (8) is stacked with (5))
  3. 00:57:247 (6) - life bar + the blanket with (7) can be improved - barely touches lifebar :x
  4. 01:21:040 (2) - OFF-SCREEN! UNRANKABLE! FIX IMMEDIATELY OMG OMG OMG X.X
  5. 01:24:144 (5) - and 02:59:316 (8) - Touches a bit the life bar, no biggie
  6. 01:57:419 (3) - I suggest to space it out more, it may cause confusion - i doubt it, you read the approach circle since it's so close to the previous object, if you mess it up you're not paying attention
  7. 02:23:799 (1,3) - Blanket can be improved
[The Krion Conquest]
  1. Insane provided more action with a sharp angle jump, and here you just go straight ezpz, I'd suggest trying something like this. Hmm, a stream could be nice too imo~
  2. 01:23:109 (1) - Don't you think it deserves a bigger jump like at 01:12:075 (1) - and 01:17:592 (1) - ? Well, at least as big as 01:12:075 (1) - since the other one I mentioned seems to be stronger, so I find it ok to be higher than the other two~
  3. 01:47:419 (1,2) - You've been using custom stacks on this particular section to separate objects at a 1/1 distance in the timeline, but here you throw this 1/2 all of a sudden. I'd suggest to use a slider or make a jump to differentiate from the other patterns
  4. 02:00:178 (4) - I find strange that you didn't make a jump on this strong vocal
  5. 02:26:557 (1,2,3) - You could have neater blankets here - not really intended to be blankets
oh ye, it's m4m from the q, so this is your mission: https://osu.ppy.sh/s/511592
That's it from me~ Maybe I will come back, but don't call me back. Good luck!
Thanks! I'll have your mod done in a sec. Modded your map too~
Einja
ooo mir writing poems shiirn style
pishifat
grats on bn

hard
00:21:902 (3) - 02:23:454 (10) -02:34:488 (10) - 03:29:661 (7) - shouldnt be using difficulty elemnets like spaced 1/4 on a hard, especially when it's visually the same as your usual 1/2 spacing :(
can go with overlaps like 00:41:730 (1) - or cutting off extra reverses like 01:28:282 (7) - as alternatives

normal
00:21:730 (1,2) - is there a reason for the smaller spacing lolz

ez
02:36:213 (3) - offscreen

call ezek back!!
(then me)
Topic Starter
Mir

pishifat wrote:

grats on bn

hard
00:21:902 (3) - 02:23:454 (10) -02:34:488 (10) - 03:29:661 (7) - shouldnt be using difficulty elemnets like spaced 1/4 on a hard, especially when it's visually the same as your usual 1/2 spacing :(
can go with overlaps like 00:41:730 (1) - or cutting off extra reverses like 01:28:282 (7) - as alternatives

normal
00:21:730 (1,2) - is there a reason for the smaller spacing lolz

ez
02:36:213 (3) - offscreen

call ezek back!!
(then me)
applied all

thanks pishi~
ZekeyHache
~Boobs~
Stjpa
Miyoki <3
pishifat
Topic Starter
Mir
i think the editor forgot how to osu
Left
i hope you fixed bg to 1920 and drumnormal 1.5ms delay but it's too late ;w;

gratz for QF
Pachiru
nice choice of song :)
gg :3
Shiirn
smh speedrank
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