No kudosu for this.
[General]
Okay so we had an IRC and the rhythm I suggested was applied, proceeding to mod the rest.
Same hitsounding suggestions here. I approve of the style, but I'm interested in what might others have to say about this diff, do you think you could fetch a mod or two?
[iroha's insane]
[normal]
[General]
- tags: bladedance of elementalers anime Ibuki Kido Kana Yuuki Shizuka Ishigami Saori Oonishi Ai Kakuma 精霊剣舞祭<ブレイドダンス> source on ending theme.
- https://i.imgur.com/IUWfiPr.png it seems that video is missing for iroha's insane, I dont have it enabled.
Okay so we had an IRC and the rhythm I suggested was applied, proceeding to mod the rest.
- Hitsounds are bland. There is no actual whistle hitsounding present. 00:06:097 (4,1,4) - you could for example place whistles on these notes which are to my ears the loudest bagpipe notes. Keep in mind that in folder you use soft-hitwhistle that sounds like a drum-hitnormal or normal-hitnormal. This may sound a bit complicated, but the current soft-hitwhistle could be renamed to drum-hitnormal, and all sounds that are currently on whistles are to be moved to drum sampleset, https://i.imgur.com/DHzglwV.jpg . By doing this, you can do soft-hitwhistle hitsounding to spice up the map (similar to how they sound on default skin) while still having this drum hits done. Whistles are generally used for high-pitched sounds. Usually this current method is acceptable if the song is really deep pitched. In case you didn't understand me well, contact me irc.
- The kiai section should use "finish" hitsound on cymbals such as 00:47:648 (1,1,1) -. If you agree, apply "finish" to other cymbal sounds as well in the kiai.
- General problem in the kiai that I have is that 00:47:327 (7,8) - these jumps are too small. Both have vocals on those notes, and especially (8) which has a more important one. 00:48:771 (9) - or this. It should be a good idea to increase the spacing to every second note after 5stack like those I linked as contrast.I intend to suggest big changes https://i.imgur.com/9X2lk5t.jpg to spacing, 2.8x+. Applies too all similar parts of course.
- 01:09:947 (3) - The vocal phrase starts from here, so I highly suggest having this nced since the spacing increases from here too. 01:15:081 (3) - Same applies to this.
- 01:17:327 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - By following my suggestion of hitsounding, you can put whistle on every "HAI" in the song to follow the vocals.
Same hitsounding suggestions here. I approve of the style, but I'm interested in what might others have to say about this diff, do you think you could fetch a mod or two?
- 00:05:455 - to 00:10:589 - I am generally confused to why you changed the rhythm after the interval I linked. I really liked hais being followed, and never was the rhythm for hais used ever again in the map. There was no obvious change in music to warrant this. I would've preferred if you haven't used the "hai" rhythm (which I really like) if you had no intent to reuse it again.
- 00:30:963 (7) - This is actually an empty note. You should make the previous note a slider to fill it, not make it the most spaced, it's not even a hihat. If you wanted this part to be jumpy and intense, a good improvisation might be to make 00:30:161 (3) - into two circles since the sliderend covers a drum hit. Drum hits are really nice for making jumps tbh.
- 00:46:525 - I notice that you're a somewhat freestyle mapper, not putting much thought into every detail, which I like, however, in the kiai I think you could have an empasis system going. Currently nothing really grabs my attention. What I'm aiming at is 00:47:487 (8) - these notes, white ticks before the guitar offbeat. Imo they have bigger impact than other vocal notes such as 00:47:166 (6,7) - and in the map it could be represented better. The example I linked has a bit bigger spacing, but it's not enough to grab attention, something like 2.6x-3.0x is what I'd say gives impact. In case you agree that this could be the main note to emphasize, you might consider lowering 00:47:648 (1) - spacing relative to the white ticks I'm talking about, something like 2.5x I guess? It is a guitar hit which warrants a slider, but the vocals are not really intense to suggest high spacing is why I believe that this might be the way to go.
- 00:56:311 (5,7) - These two notes don't exist in the song, not even drums. If you'd like, you can make 00:56:150 (4,6) - these two into 3/4 sliders to emphasize them and overall make it similarly intense.
- 01:27:273 (7) - Consider making this a slider like neoSL did, seems like a nice touch.
[iroha's insane]
- Sweet
- 01:09:947 (2,3,4,5) - you have been giving emphasis and bigger spacing to impactful vocals like 00:22:140 (1,2,1,2,1,2) - but not here. I think the vocals are pretty loud, going in 1/2 intervals and should considered to be the most spaced part in this section. 01:15:081 (2,3,4,5) - same goes here. First step is to make the slider into 2 circles and then make a jumpy pattern in case you agree.
- hitsounding
- 01:03:851 (3,4) - These hitsounds sound weird. I don't think you should have them on "finish".
- 01:26:311 (1,2,3,4,5) - I don't think jumps are okay, will really surprise hard players and make them mad when they either fail or miss here.
[normal]
- hitsounding
- 00:18:289 (1) - missed clap on sliderend.
- 00:20:856 - suddenly no hitclap hitsounding on this section? 00:20:856 (1) - Only this sliderend had a clap on a snare.
- 00:15:723 - to 00:20:856 - analogous sections have different hitsounding style 00:25:990 - to 00:31:124 -
- 00:34:653 - missed clap
- 00:46:525 (1) - no "finish" on cymbals, you should add them. 00:47:648 (3,1,3,1,3) - applies to this etc.
- 01:00:642 (3) - Distance snap
Generally the diff needs work on hitsounding, refer to my initial post too for hitwhistles. This diff has inconsistent clap hitsounding within analogous sections, and tons of claps are randomly missing, some sections don't even have hitclap hitsounding