than!kalienflybot wrote:
Hi mate█ Optional to change --- █ Suggested to change --- █ Unrankable [ General]
AIMod
- Fix these unsnapped object issues :Thangery:
Skinning- A really optional point: Maybe you want to add a custom catcher too, so it feels much perfect? Anyways, appreciate to your effort in skinning! it does have one lo
Unused Inherited Sections- Remove all of them as they are duplicated: 00:17:021 - , 05:50:463 - .
- Fix 01:22:354 - to 01:22:353 - . (It is displayed as the former one in the Timing Setup Panel). fixd both
[ TLDR]
Gameplay
- 00:11:688 (1,2,3,4,5,6,7,8,1,2,3,4) - Considering that 00:11:688 (1,2,3,4,5,6,7,8) - is way more intense than 00:13:021 (1,2,3,4) - with more movements provided, for better build-up, perhaps you can swap the positions of these two stanzas? also did something for buildup + consistency
- 00:25:021 (1,2,3,4,5,6) - Feels so random for this pattern, maybe you can do something symmetrical at 00:25:688 (4,5,6) - ? Or at least change the movement of 00:25:354 (2,3,4,5,6) - so to avoid using this kind of anti-flow jumping too often? simply copypasta'd (1,2,3)
- 00:39:688 (6,1) - Feels weird to end the notes at 00:39:771 - . Maybe just a circle at 00:39:688 - and start the spinner 1/4 earlier? Also it is not expected so it may confuse players here. i was following the music but i can see that
- 01:03:688 (1,2,3) - The gaps are a bit large between each sliders. Maybe reduce them slightly, especially the first jump at 01:03:688 (1,2) - because it is not something expected to players after catching the HDash. gave a curve to (1)
- 01:46:354 (1,2,3,4,5,6) - The rhythm here is completely different from 01:43:688 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - which can really trip players off. How about using the same rhythm here but with different patterns, instead of having jumps every 2 red ticks? i was following both the beats and the instrument - tried to make this more obvious
- 01:58:021 (5,6) - The sliders here can have a higher SV in my opinion. The current one is too small and a jump in between may destroy the flow. Having an increased SV here may enhance the intensity here, and also makes it easier for players as they get ready for the jump. made it similar to next part's SV
- 02:15:188 (7,8) - This anti-flow is already difficult to catch, and with the aid of such high SV slider (8), most players will be caught off-guard here. How about remaking 02:15:021 (3,4,5,6,7) - so it will be easier for reading (8)? the difficulty here seems called for - it is a climactic part after all. tried reducing sv tho
A very concrete map, not many big problems to be found. Keep it up!
Good luck!
to jbh's file related issues:
hitsounds are fixed, and the 1 is also fixed i think