thanksss-Mo- wrote:
General
- soft-hitfinish50.wav is unused according to MA.
== 04:56:992 - Green and red lines with different samplesets.
== 04:59:761 - Green and red lines with different volumes.
fixed
Storyboard
- sb\tri_fill_part_12.png is unusued according to MA, since you set the animation to use 12 files when there are 13 including 0.
- I would try to source a higher quality triangleFrame.png if possible, since right now they are noticably blurry on the edges when next to the lines drawn by pixel.png.
Insane
- 00:13:608 (7) - Should be NC'd according to how you do the rest of this section. k
- 00:32:301 (7) - Same. k
- 00:45:801 (4) - 00:47:647 (4) etc - Following this rhythm just feels odd to me since you're mapping the more significant white tick onto a slider end. I understand the snare drum isn't really the focus for this section, but I feel the instrument you are following still has some impact there which should be clickable. Currently you're also adding emphasis onto 00:46:031 (5) which isn't needed since this is a relatively weaker beat.
this is the most painful rhythm in the song to map, putting emphasize on the electronic sounds here makes most sense however the snare drum is so prominent but completely contradicts the rhythm I want to go for, fuck this shit Im trying to figure something out
- 01:37:378 (4) - Not sure this is such a good idea since you introduce this kind of slider so late into the song/section, and on its own they can be hard to handle since you have very little time to read the second reverse arrow. changed
- 01:40:378 (1) - I would aim to make this look more different then 01:39:685 (1,2,3) since they look too similar and can cause people to release too early thinking it's a 1/8 slider. The NC colour currently isn't enough to distinguish it I feel. I dont think its easy to misread because there is also no other object popping up anywhere near it when the player has to click this slider which is indication enough that the player might to hold this one longer.
usually you wouldnt want to release 1/8 sliders too early anyway cause of the high risk of a 100, if the player doesnt see any other object coming he wouldnt need to hurry up releasing this one, they usually would stay long enough on it to realize that this is actually a longer one. At least I have never seen anyone misread this in testplays so Id like to keep it for the nice pattern too
- 01:49:378 (2,1) - This spacing might be confused for a 1/4. Id like to keep the antijump spacing though, moved it so it makes a pattern that hasnt been present as a 1/4 previously to make it easier to distinguish
- 02:00:224 (1) - Any reason why this one is 3/4 and all of the other ones in this section are just 1/2? I had these two 02:03:916 (1,1) - as 3/4 previously, however I map this section entirely on the vocals and them not landing on the vocals which are on a 1/2 here makes it kinda shit, so I made them land on the 1/2 for the vocals and spaced them differently to make it obvious. 02:00:224 (1) - this one is still 3/4 because the vocal isnt on 1/2 here but actually on the blue tick still
- 03:42:684 (1) - Here too.
Extra
- 01:30:685 (1) - Stuff like this could use the 1/4 buffer thing like with buzz sliders I feel. Or at least make the jump a little more reasonable like 01:34:378 (1) since this is the first one of the section. k
- 01:49:954 (2) - I think you can move this down a little more just so it's not so obstructed. At least until you can see part of the number on default skin. k
- 02:05:647 (6) - Sounds like it's missing a hitsound on the head I think. apart from the vocal there is actually nothing here so idk what to put here
- 02:07:608 (1) - Similar to insane, any reason for using a different length? same reason, made this one 02:03:916 (1) - 1/2 as well now for consistency
Yeah very nice.