I like the stairs pattern before the kiai part, also the 1/6 hypers. Keep it up!
Thank you, and I would like to ask some experienced modders/players to double-check your bold suggestionAscendance wrote:
high rank BN here[General ]
- Difficulty Spread : Okay!
- Background Size : Okay!
- Unsnapped objects : Okay!
- Audio bitrate over 192 kbps : Okay!
- Metadata Issues : Okay!
- Timeline Issues : Okay!
- Combo Colors : There's so many combo colors and a lot of them stand out far too much or don't fit. You could standardize these a bit better against the background. oko
- Unused Hitsounds : Okay!
- Hitsounds Issues : Okay!
- Unused Files / Other : What does the difficulty name have to do with the song at all? Clockwork would work better especially since you've matched that theme with your background. The harlequin is about the clown, and it reminds kinda people using a magic. So I put the name as witchcraft cuz harlequin also be pronounced as female clown
[Witchcraft ]General
- 00:13:979 (1,2,3) - This structure stands out as inconsistent compared to 00:15:374 (1,2) - 00:16:769 (1,2) - etc. Please change it to sliders! fixed 00:12:583 (1) - instead to make consistency
- 00:31:421 (1,2,3,4,5) - This seems like groups of 4 to me, right now the strong sound starting the next group of 4 is on a sliderend at 00:31:769 - since you've emphasized it incorrectly as groups of 3+3+2. You can hear the drum kick sounds in every HDash timings and I mapped them to fit with it
- 02:04:211 (1,2,3,4) - these are really unfun to play, they break flow by forcing unnatural tap movement. Everything around it is surrounded by linear flow, and this breaks the player's expectations of that. This pattern was based with key-input. From 02:02:816 (1) - here, it plays like tapping the key as → → → → / ← ← ← ← / → → / ← ← / → / ← / → / ← (all every 1/2 timings), and it plays well and fun for testing myself. This pattern's existence is one of the reason that this map has been received high praise during it was loved
- You could add the 1/4s at 02:14:938 - and 02:15:636 - since they're quite important imo. oko
- 02:35:607 (4,5) - almost a cross screen hyper when there's almost no large emphasis at all. Needs a reduction. oko
- 02:38:572 (5) - Would switch this to 3 circles and spread them out a bit more since this is an extremely shallow wiggle that can break flow by overshooting. This one has strong sounds enough so I think it's good to emphasis, it's still better than HDash wiggles
- 02:44:502 - and 02:45:025 - feel like they should have the hyperdashes instead of the current ones, since these are where the strong sounds are introduced oko
- 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I beg of you please delete these, they're honestly terrible to play since being slightly ahead or behind instantly kills your combo. Considering this part is not remotely intense at all, such precision should not be needed and is honestly overly frustrating in order to be able to reach the same point over again. Okay, discussion time. In this part I think the precisive movement for here shall be work perfectly because the sounds here are consistent and having pretty high atmosphere. This one is from my big inspiration and letting players to concentrate on their catcher moves(Also it's catchable enough with 1/2 tap walks). I think this could be another creative usage which is distinct from pp patterns or usual wiggles or some others. You said it's terrible, but in my sight it's great. And I can be sure that this usage could be a reasonable thing for common players. But if people say it's not good then I'll change
- 03:54:269 (3) - ctrl+h and moving it back to the current position would help this flow nicer and create a nicer aesthetic. Well this one has same direction as the others so I think this shall be work well for intended aesthetic
- The curves on the entire kiai section are really shallow and kinda slow down movement when you play them (03:40:490 (1,2,3,4,5,6,7,8,1,2,3,4) - , 03:46:072 (1,2,3,4,5,6,7,8) - , and more). Please try to adjust the curves to allow for more movement. fixed with 1.3x scaled
- 04:17:234 (2,3) - could be reduced to be more consistent with the previously similar pattern oko
- 04:18:165 (1,2,3,1,2,3) - the entire spacing here could be lower than the previous since the pitch is quieter and descending rather than very loud makes sense
- 04:19:560 (1,2,3,4,1,2,3,4) - could definitely be reduced a bit and maybe the angles could be adjusted, the curves near the ends of the triplets create a pretty harsh incline done
- Same as before, 04:20:955 (1,2,3,4,1,2,3,4) - lower pitch = lower spacing done
- Please be sure to address the rest of the end of the kiai in the same way. Lower pitch should have lower spacing, and try to make the other spacings more consistent and less "I want big jumps for big pp" all done
- 04:24:967 (6) - Horizontal here would create a nice climax at the end of the kiai oko
- 04:41:537 (3,4) - Really gross flow, could be a wide curve instead or something but please change it It's not intended to do wiggle, just catch with the right side of the platter. This could be another good gameplaying experience for players. Flow's definition doesn't exist, just only exist as 'public'.
- 04:43:281 (1,2,3,4,1,2,3,4) - Reduced spacing for lower pitch oko
- 04:50:781 (3) - horizontal right maybe? removing the vertical flowbreak would be nice Tried but a bit tilted, At least I wanna add another dash tap for here
- 04:57:234 (1,2,1,2,1,2,1,2) - feels bad when the ending of the map is harder than the entirety of everything else Nerfed a bit but not anymore, still wiggles exist
Sinnoh wrote:
@nelly aiess is fine