Logic Agent wrote: 5c1m5o
hi m4m stuff.
[General]
[Easy]
- you could probably find a higher quality mp3 if you wanted to dig a bit I can literally say, the current mp3 is the best one I found. If you meant by the mp3 quality, what actually makes it downgraded? Is it too noisy and disorient? Is there something wrong in the sound effect? At least some part of the audio that sounds weird? I wouldn't mind changing it if all these questions got it's rightful answers. So right now, changing it would be unnecessary.
- dreamy bg though :heart_eyes: ty
[Hard]
- 00:54:457 (2,3) - maybe bring all of this up a bit to be more in line/ curve better with 00:53:500 (1) ? Moved it up instead.
- the hitsounds on the tails of these 00:57:330 (3) , 01:02:436 (3) , 01:07:542 (3) aren't consistent even though the music is doing the same thing. idk if this was done on purpose or not. (also going further into the mod I see this is repeated, so I'm assuming it was done on purpose)
- 01:25:415 (2,3) - seems weird to soften the hitsounds here when this is another really strong drum part Pretty less audible than the last drumline landing on 01:25:255 -. I'll just add a drum clap here in order to perceive the audio.
[Light Insane]
- 00:40:734 (5) - nc? i'm prety sure it was like this in the other diffs too where you didn't nc here, but to me it seems like it kinda needs it. Especially because there's alot of finish hitsounds, making it seem more important than the last section yet it's still in the same combo. Of course! Even if a single track of the song has some intensive crashes on downbeat, or at least because of the finishes. It wouldn't be very prominent even when a new combo is implemented there. It actually doesn't make a slight change of the combo but some hp drain rate or what-so. So I may keep it for some time.
- 00:47:117 (1) - maybe move this somewhere around the tail of 00:46:479 (8) ? mmm Around the slider's tail... The placement wouldn't look very fine to me though. And besides, the spacing would be a little bigger when placed there imo, I wouldn't want to increase it more.
- 00:50:308 (5,6) - why not continue the pattern here? i'd keep the curve going and maybe still ctrl + g the 6 I would probably want an indication of the incoming spinner, so continuing the pattern going higher and higher seems pretty far up for a notice.
- 00:54:138 (3,4,5) - maybe unstack 00:54:138 (3,4) this and put 00:54:617 (5) on the tail of 4, because to me keeping the cursor still for the last 2 notes makes the movement into 00:54:777 (6) feel stronger Literally, that would be a little awkward delay imo. I've stacked (3) and (4) because the vocals were (kinda) down-pitched until (5). So there should be little more... "space" or "movements", if you know what I mean.
- 01:27:170 (4) - maybe flip this upside down? Ehh why flipping this? The flow obviously looked a bit too sharp.
[Cool!]
- 00:23:819 (6) - move this higher up? there's a gap in the rhythm and the difference in spacing isn't too noticeable, might be misread and it's an easy fix. Placed it a little high up.... I guess
- 00:57:330 (7) - pull this to the left some? i think the space between 5 and 6 and then the space between 5 and 7 doesn't look nice visually, and it'd just up the emphasis even more I did it on purpose though, the 2.25x distance spacing isn't that bad for this kind of diff at all. It shouldn't always be done "visually". As the vocal sounds very much like a build-up or something that sounds very high, spacing these notes a little bigger can emphasize a lot better imo.
I looked at all the diffs for a while and honestly what I posted was the most I could nitpick from this set. All of it looks clean, sorry if the mod isn't very helpful
- 00:21:266 (1,2,1) - i feel like the spacing here doesn't make much sense, and the stack is going to be easily misread imo But it isn't really that hard if you're able to scrutinize both notes and approaches during gameplay. Since the drumline sounded itself a high dense, the notes should be that too. Especially when it comes to downbeats.
- 00:33:234 (5,6,7) - i don't think the wide angle here plays very well, maybe move 7 down to create a more back and forth motion? I only moved in some grids because the spacing looks pretty important here based on the song density. At least this counts~
dark_assassin16 wrote: 632j
#Bodding Inc
[Easy]
00:47:755 + 00:49:032 - Maybe you could add something like this: https://osu-ppy-sh.tvgratuite.org/ss/6384949 (It just seems unusual to put a break right there.) I explaining it on some previous mod about not mappng this part, kinda unwilling to link it so I'll repeat it here. This will also count on other diffs so yeah. I wouldn't want to map this part because of some note density reasons like it'd increase too much, creates some spike, or something that would look pretty bewildered, or anything that's similar. Especially on harder diffs where there maybe some jumps or what-so. I probably dislike that, so implementing a break time on this whole track and consist to all diffs would be the best option for some kind of preparation to the chorus. Thanks for the efforts anyway!
[Normal]
00:47:755 - 00:49:351 - Maybe add something like this: https://osu-ppy-sh.tvgratuite.org/ss/6385014 (This part has vocals and some strong beats so I think it should be playable.)
[Advanced]
00:47:117 - Basically same as the last two diffs.
00:50:787 - Add a circle here for that vocal maybe? I think a tiny bit of space would suffice for players to be aware of the spinner time, much suitable for a diff that's between normal and hard, so yeah.
[Hard]
00:11:053 (7) - Maybe NC? It's just a thing for me when I see a circle on a green timing point and NC'ing it. Uhmm, you haven't notice that on the other previous diffs that I'm doing the same thing for consistency? xd Well, I probably didn't add the new combo here for technical reasons ofc. Like each track has a new combo or two, maybe music change, or something similar. Ehh it's self explanatory ;p
00:47:117 - This part again, I know.
[Light Insane]
00:08:181 (7,8,9,10,11,12,13,14) - I don't think Light Insane diffs don't usually have streams like these. This is on page 9 so I'm assuming that it's okay, but maybe try this: https://osu-ppy-sh.tvgratuite.org/ss/6385198 For me, I personally didn't like to create slider kicks or those kind of jumpy objects. It might spike up the density though, or it might be played too hard. So streams like these would look best for playability. And as long as it's less-spaced and distinguishable, there's no need to implement that in perspective.
00:47:117 - This again.
00:53:181 (4,5,6,7) - I sure this is fine, but I;m thinking replace this with a repeating slider. 01:08:500 (4,5,6,7) This one is fine though, maybe because I think small streams in kiai is okay. Ehh, you've probably explained it xd Yeah, small streams like these can be suitable though. Likely the same reason as before.
01:13:287 (9,10,11,12,13,14,15,16) - I think you should replace these with 1/4 sliders like earlier.
[Cool!]
00:11:372 (1) - Maybe stack this? Uhmm alright~
00:36:904 (1) - ^ Here, I did a little manual stacking, just for visibility ;p
00:47:117 - Yeah.
01:26:771 (2) - Remove this circle, and make the last 3 circles jumpy for an emphasis on the end. For sure, there's a pretty audible drumline that sounds really much observed based on the streaming. So Removing this circle may redo it to an undermapped rhythm composition.
Yeah, good luck trying to fix something from this mod. (This is from m4m btw.)
Get this ranked soon :^) b
THanks! At least I fixed a few things~
will mod back in return soon!