Idk, this is a little bit of a questionable veto. The diffs in themselves don't actually cause the problems you claim they do and guidelines are just that - guidelines. They don't have to be followed, and in this map I don't feel like adhering to the guidelines would make it better, it would just take away from the intent of the mapper and the inherent challenge through its uniqueness.
Sinnoh wrote:Not even going to bother with subjective issuesGeneral
- Having only one hitsound every two measures doesn't provide enough feedback. Even with adding new ones after Mir, it's still not enough.
Your current hitsound pattern is only following highlights on small sounds. The issue is that these sounds are really infrequent and have little indication of the beat or rhythm of the song. This issue is most noticeable on hard where rhythm density is high, but isn't dense enough to support some of the hitsounds used on insane. You can reference one of the many other ranked sets for this song to get an idea of what hitsound patterns could be added. Honestly what more can you do without killing the ambience of the song? The ranked versions use a lot of different hitsounds and it sort of puts undue emphasis on them than complimenting the song. I'm already satisfied with what was added, so I don't see an issue with this.
- Why are all the difficulty settings at random numbers? There's really no point to it, and only makes it harder to judge the difficulty of a map. Simplify your settings so that they're easy enough to understand at a glance. This is a subjective issue.Easy
- The whole map is only made of sliders. Aiming and following many sliders is tiring for new players. Imo, it's not entirely bad since there's a lot of rhythm gaps to recover from playing those sliders. The guideline is mainly for constantly using sliders in a row like https://i.imgur.com/utrGvT5.png but current rhythm 00:04:180 (1,2,3) - or 00:15:816 (1,2,1,2) - definitely do not cause as much strain.
- 00:05:634 (2,3,1) - It's difficult for new players to follow sliders when their tail is closer to the previous object than the head. They still have trouble recognising the difference between heads and tails, which causes difficulty and confusion when trying to read distance snap. This simply isn't true, the only way a slider could cause that much confusion is if this were done: https://i.imgur.com/KO0IX1z.png or https://i.imgur.com/3FaVkyL.png since the reverse arrow could be mistaken for where to start the slider.
- 00:09:998 (1,2,1) - Distance snap is at 1.4x, don't break distance snap on easy, and don't go over 1.2x I assume this was fixed in the latest update.
- 00:11:452 (2,1) - Don't overlap slider heads with other objects, they can cause reading issues. Head and tail are both clearly visible by the time the previous slider is complete, I doubt this would be an issue at all.
- 00:12:907 (1) - This slider shape is unreasonably complicated for an easy. New players are still trying to figure out how sliders work, don't make it more complicated for them with slider shapes like this. Change the slider body so it has a less sharp angle. This is irrelevant, players can read that this has a small bump in it and the sliderbody is pretty visible for the duration. I wouldn't call this an issue either.
- 00:12:907 (1,2) - Again with the first point, try and keep slider heads closer to the previous object than slider tails. New players will confuse the two. Applies for anywhere else this is.Normal
- Distance snap is all over the place. Remove all new combos, then check distance snap in aimod again. It's a normal, stick to distance snap. Since when? Normals never required DS to be 100% strict. https://i.imgur.com/ALaeGAB.png - from what I can see, the diff itself does use time-distance equality - not precise, but it is a thing. The second kiai is a little bit of a spike but there is an Easy below and Normal players should be able to read this. I would know, I did a similar thing before: https://osu.ppy.sh/b/1445845
- Distance snap is at 2.0x during the second half, which is well beyond the guideline of 1.3x. It might be fine playability wise, but the contrast between spacing and slider velocity is unreasonable. It will confuse new players because distance time is entirely based on the relationship between SV and spacing. Raise your slider velocity and lower your spacing, normal players are still learning distance snap. To be honest,
this doesn't even look that bad. I wouldn't call it unreasonable. What I would suggest is raising SV slightly, though. It does feel a little sluggish. (maybe 1.1-1.2x?)
- 00:17:271 (1,2,3,4,1) - 00:23:089 (1,2,3,4,1) - 00:28:907 (1,2,3,4,1) - 00:34:725 (1,2,3,4,1) - Note density should consist of mostly 1/1 and occasional 1/2 rhythm. All of those sections have 1/2 rhythm go on for a whole measure. Regardless of whether it's passive or active rhythm, it's too hard for a normal player. Reduce note density to follow more 1/1 rhythms. There's an easy below this so this point really confuses me. The density seems totally fine here. There are 1/1 gaps every so often sooo.. this seems fine. If you really wanted to lower density though,
ylvy, try removing notes like 00:29:452 (2) - etc.
This set still needs a lot of work. I would also suggest that you have a read of osu's ranking criteria before getting more mods, as many basic issues here could have been prevented by reading it. Need to veto since I don't really trust UC renominating after it was bubbled with the issues above.
Imho it would definitely be worth reconsidering your points, Sinnoh. While these would normally considered problematic, this song is both lower than the bpm these guidelines were formed around, and more predictable than many tracks (which should aid reading on lower diffs since players get "into the groove" or whatever).
One thing tho on Easy:
00:07:089 (3,1) - should these be swapped since 00:04:180 (1) - is nc'd?
Might be better overall to nc every hypermeasure (4 big white ticks) since the density is so low. Up to you though, isn't that big of a deal but that one nc should probably be swapped.
If you decide to raise the SV of the normal slightly during the latter bit of the map I can probably rebubble this (since I intended to anyways).