Voli wrote:
legends say if you mod this and it gets ranked you'll pass the bn test
really? let's do this!
pale - suggestion
bold - should be considered[general]
*consider adding a soft-sliderslide? the sliderslide sounds pretty noisy...
*i don't think a bg with cars fit really well the song something like
https://www.laprogressive.com/wp-content/uploads/2015/06/caped-man-700.jpg this would work because the song is about that you can do everything in your life, you're stronger than anybody else and as the singer said, "you paid your dues"
*disable widescreen support because there no SB nor a video
*add pachiru to tags since he gd'ed in this map
*the spread between Normal and Hard should be discussed because Hard contains too many 1/4s imo and Normal uses only regular 1/2s and 1/1s as i can see i think that you have to map a difficult between them in order to fix the spread gap between N and H[normal]
*00:07:599 (3) - missing whistle on its tail? you did the same for 00:05:125 (1,2) - too so having the whistle on 00:07:599 (3) -'s tail you will keep the hitsounding consistency between these all three hitobjects // 00:17:496 (3) - same
*00:22:445 (1) - i totally agree with _DT3 here if you listen carefully the vocal you will see that from 00:22:754- is getting more intense, and the instruments too, but the slider's path goes down which means that it does not emphasize the vocal's intensity pretty well so tbh a curved slider would fit more with the song which is in increase
*00:48:424 (2) - is the whistle from sliderpath intentionally? o.o
*00:49:661 (1) - i don't think changing the SV into 1.20 is a good idea even if you put a NC here still the newbie players will be confused since it is the easiest difficulty of the set imo consider changing it back to 1.00 so there won't occur problems with SVs from newbie players*01:02:032 (1,2) - you can do this blanket looking more better by moving 01:02:651 (2) - a bit to left
*01:08:218 (3) - tbh this 3/2 slider ignores the piano which is pretty noticeable as i can see i really liked how you did at 00:58:321 (3) - (i know that it's because of the stronger vocal) but would be better to do the same here too for emphasizing properly the piano so it would come like this
https://puu.sh/wS7FO/bb8da9fb87.jpg nice diff!
[pachiru's hard]
*00:02:341 - // 00:04:816 - i don't know why these green lines are still here you decreased the volume by 5% but i don't see any hitobject on these lines which is pretty awkward so consider removing them since they're likely useless
*00:24:609 (6) - remove the whistle since you didn't add anywhere similar with this one and keep only the drum sample
*00:27:393 (1,2) - since on 00:28:321 (3) - the vocal is clearly more stronger in comparison with 00:28:012 (2) - the jump from 00:27:393 (1) - to 00:28:012 (2) - may be sudden since the player didn't expect a jump just right here and not on 00:28:321 (3) - where it normally should be imo. consider decreasing the spacing at 00:27:393 (1,2) - and increasing the spacing between (2) - and (3) - since the vocal is more stronger there and needs more emphasis tbh
*00:31:414 (4,5) - same here but because since you didn't at 00:29:867 (1,2) - would be more better to keep the same spacing between these two hitobjects so there won't occur any problem from players // 00:38:836 (3,4) - same
nice one
[unstoppable]
*00:03:269 (3,4) - on 00:00:795 (3,4) - they're a bit further but here why they're so closer? the vocal becomes more intense and having them too close won't give any emphasis tbh so they would give more emphasis if you'll increase the distance between them, making them more further than more closer
*00:06:981 (3,1) - this 1/4 slider is in extension plus it had its SV changed but the players will struggle to aim properly the next note because of this. talking about hit momentum, the player won't have enough momentum to aim the next note properly so they may aim 50 or even choke here which would be pretty frustating for the player itself for giving enough momentum for the player you should decrease the spacing between (3)- and (1)- so there won't be problems in aiming 00:07:599 (1) - anymore // 00:08:604 (1,1) - same but here there's no enough recovery time after spinner so the player can easily miss the next note better move spinner's end to 00:09:764 - for more recovery time *00:19:970 (2) - here seems like you've changed the SV from 0.80 to 1.25 and there's no any NC to indicate it which would make the players being confused imo place the NC here for indicate that there has been a SV change here
*00:23:527 (2) - pretty dissapointed that you slightly ignored the downbeat from 00:23:682 - which deserve some emphasis here imo you can do a rhythm like this one
https://puu.sh/wS9nr/22d652b654.jpg in order to make the downbeat clickable and follow the vocal and intruments more properly than ignoring the downbeat which is pretty prominent
*00:34:506 (4) - if you listen more carefully the vocal you'll see that this is supposed to end on 1/4 and not on 1/6*01:05:125 (3) - as i can remember you didn't that at 00:55:228 (3) - and 00:56:465 (3) - but here maybe you did for vocal who is more intense than before is i'm not wrong. if is not for this, then consider removing it from its sliderpath // 01:06:362 (3) - same
just confirming from Fursum's mod post that 00:54:609 (1,2,3) - // 00:55:847 (1,2,3) - // 00:57:084 (1,2,3) - and so on play really fine even if the spacing is a bit bigger
that's all for now! i really like how the higher diff plays <3
gl!