would be awesome if bn's didn't spread misinformation to upcoming mappers
Sinnoh wrote:
General
- 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. there is nothing wrong with the current hitsounding, this song is a quiet ambient track, highlighting the song's certain notable beats makes perfect sense and definitely provides a nice hitsounding experience hereEasy
- The whole map is only made of sliders. Aiming and following many sliders is tiring for new players. this song is 36 seconds long and this diff has plenty of 2/1 gaps, no player is going to tire from playing this difficulty. yes maybe a circle or two would be nice, but before reciting a guideline from rc, please think about whether the guideline actually applies
- 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 is definitely not true
- 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 uniform distance snap has never been required for easy diffs ever, and distance settings in general are completely irrelevent to lowdiff quality, can't believe a bn wrote this
- 00:11:452 (2,1) - Don't overlap slider heads with other objects, they can cause reading issues this form of overlap could not possibly cause a reading issue and has never been seen as unrankable in an easy
- 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 there is a clear sliderborder the entire time, and the body is largely a straight shot from one sliderend to the next, no player will have issue with this slider
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. normals have absolutely never required uniform distance snap in any sense, this is a ridiculous statement
- 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. what.. if it's ok playabilitywise as you just said, that's literally all that matters, there is no need to follow some arbitrary numbers in rc guidelines set for a different bpm. no normal-level player will have issue playing this difficulty
Need to veto since I don't really trust UC renominating after it was bubbled with the issues above. this isn't how vetos work. if ylvy changes everything then i get to rebubble
ylvy can change things as they see fit, but there is really no reason to. instead of reading off ranking criteria guidelines like some robot, take a little bit of time to think about the difficultiesSinnoh wrote:
Not even going to bother with subjective issues you literally only pointed out subjective issues