Reply to modspimpG wrote:
General
- Devido ao arquivo mp3 da musica estar com um volume muito alto, alguns dos hitsounds acabaram não ficando perceptíveis o suficiente. isso é mais facil de perceber na easy pois usou poucos hitsounds na intro onde realmente não consigo ouvir o seu normal-hitnormal2. Eu mudei o hitnormal
- Seria muito mais interessante se todos os mappers concordassem em usar o esquema de pares de new combo. ou pelo menos fizessem igual o Tarrasky e criassem os próprios conjuntos de nc.As combo colors nas minhas diffs foram usadas de forma consistente pra representar diferentes sections e diferentes partes da música, caso não tenha percebido eu posso esclarecer
Easy
TheOnlyLeon wrote:
Easy
Honestly the easy is fine, it my be possible to make it more interesting but it's not an important issue.Some different gaps are interesting enough imo, thx a lot
Enkrypton wrote:
Easysuggestion here: i think making the angling of 00:03:224 (3,4,5) and 00:06:753 (3,4,5) the same will add more consistency to the map (which is good for easy) see here: https://puu.sh/xNwvy/2abd29ee5b.png and https://puu.sh/xNwwn/fe93d42792.pngDone
00:48:885 (4) - x:404 y:316 ? looks kinda better to the eyeslooks fine to me
try to make 00:15:577 (1,2) , 00:43:812 (1,2) and 00:50:871 (1,2) look more visually similar. 00:21:532 (5,6) has similar design but mapped to different sound, for here i just suggest to make the circle aligned to the slider instead of having the offsetA bit different now, thx
Nyantiaz wrote:
Easy:
00:15:577 (1,2,3) - this maybe be confusing for beginnersIt’s not imo
00:19:327 (1,2,3) - these notes maybe should have new combos so beginners can understand to hit them on timeBut they’re on the regular rhythm of the map, 2/1 gaps? Why would I NC all of them?
00:26:385 (1,2,3) - ^
00:29:694 (1) - try this: Current blanket is fine
00:43:812 (1,2,3) - same as first thing i said, may be confusing ;w;
00:48:003 (2,3,4,5) - ^
00:50:871 (1,2,3) - ^
CucumberCuc wrote:
[Easy]
00:09:400 (2) maybe move a bit up+left for better distance? Done
00:11:165 (4,5) can make them on as you did the previous 2,3,4 when there was a sound like "Aaah"? ( or what is more like this sound, I am weak in listening to English speech ) I’m mapping as circles because of the guitar there
00:26:827 (2,4) slightly fix stack? Done
00:49:988 (6,1) check distance pls, it's SO FARDone
Senery wrote:
[*] 00:22:635 (7) - removing this circle sounds better, because of the vocal stop and start on 00:22:856 (1) – Done
Catshy wrote:
[Easy]
- 00:01:459 - no point in having a green line here; delete it and simply change volume to 50% on redline here 00:00:577 - I want audio to be consistent with all diffs.
- 00:26:826 (2,3,4,5) - move all of that to x:254 y:116 so 00:26:385 (1,2,3) - makes a straight line; looks better imoDone
- 00:28:922 -, 00:29:308 - delete those greenlinesDone
Cherry Blossom wrote:
Easy
- 00:48:224 (3,4,5) - something minnor but, you can make this motion smoother and neater, try to re-arrange objects like thisDone
pimpG wrote:
Easy
- Para uma musica de 272 bpm, o ideal para um easy seria não utilizar 1/2 de distancia entre notas, ou usar bem raramente e da forma mais simplificada o possivel, como fez em 00:27:709 (4,5) - usando dois sliders para a transição. tendo isso em mente, sou totalmente contra o uso de patterns assim 00:15:577 (1,2) - pois apesar de não ser impossível de um iniciante conseguir se adaptar, o constante uso da pattern tornaria essa dificuldade uma normal/normal+ ou até mesmo advanced sem duvidas. Você nem mesmo usou esse técnica para o verso seguinte (00:17:341 - e 00:17:562 (4) - ) que é basicamente um loop dessa. No momento a melhor forma de tornar essa parte fácil seria simplesmente não ter uma nota em 00:15:577 -. Você não precisa ter uma nota nesse tick simplesmente por ser o local onde o kiai começa, não consegui achar um exemplo disso acontecendo, mas no ranking criteria não diz nada a respeito, e achei beatmaps rankeados com kiai começando no meio do spinner, final do spinner, terminando em um local sem nota, então não vejo problemas. Opcionalmente você pode mapear diferente, eu apenas sugeri o que considerei a forma mais fácil de resolver o problema.Essas partes não são 1/2, no caso são 1/1 que raramente são usados pra representar os cymbals em alguns momentos do mapa. Eu acredito que mapear o cymbal inicial do refrão é importante e por isso coloquei circles nesses pontos; 00:15:577 (1) - /00:22:635 (7) - /00:43:812 (1) -/00:50:871 (1) -
- 00:19:327 (1,2,3,4) - Achei partes assim estranhas de jogar pois acho que devia ter continuado priorizando o vocal até o final do kiai.[b] 00:19:327 (1,2) – ambos tem vocal que não continua regularmente então só mantive o ritmo mesmo
- 00:57:929 (2) - finish não faz sentido se não tem cymbal na musica, no máximo poderia usar o whistle aqui. isso serve pra todas as dificuldades ofcEu acrescentei a música nesse caso, o uso de finish nesse caso foi uma adição a música e não necessariamente uma representação de algo que existe nela. Nesse caso por ser o ultimo som da música acredito que cabe sim um finish forte pra finaliza-la.
- 00:28:812 (5) - New combo vermelho igual fez no finalCorrigido
Normal
TheOnlyLeon wrote:
Collab Normal
00:48:444 (4) - I'd recommend adding a strong hitsound here, the song ends up having very little sound on this hit than almost any other hit in the chorus, I found it off putting while playtesting. Done
Enkrypton wrote:
Collab Normal00:09:400 (2) - rotate CCW a bit so the curve looks more smooth https://puu.sh/xNx5z/8026210b64.pngDone
00:22:194 (8,1,2) - align these more straight http://puu.sh/xNx95/689714dc6c.jpgDone
Nyantiaz wrote:
Collab Normal: Try an OD of 3 and an HP rate of 2.5/3
00:07:635 (5) - try a reverse slider here? Not a good idea imo
00:11:165 (4,5,6) - something about this doesn't look pretty to the eye, try thisMade it less clusttered
00:27:709 (5) - maybe a NC (New Combo) here? Done
CucumberCuc wrote:
[Normal]
00:18:224 (6) move to x:260 y:275 for the same distance? Done
00:27:268 (4) move to x:457 y:178 for ^Done
Senery wrote:
[*] 00:11:827 (6,1) - same reason as easy, the vocal starts on 00:12:268 - so starting a slider there would fit better
[*] 00:31:900 (1,3) - maybe use a different slider here so it sticks out? Sadly the SV doesn’t allow major changes, so I think straight ones are better
[*] 00:38:959 (1,3) - ^
[*] 00:56:165 (1) - you should start this slider on 00:55:944 (5) - because that is where the vocal startsDone
Catshy wrote:
[Collab Normal]
- 00:01:459 - no need for this green line here eitherDone
- 00:15:356 - I'd add a note hereToo intense and doesn’t work well as transition
- 00:34:106 (3,4,1) - here you use 2/1 slider and two circles but for 00:41:165 (3,4,1) - you use two 1/1 sliders and circle; sticking to one rhythm would probably a right choice (personally I like the 2nd rhythm more) Done
Cherry Blossom wrote:
Collab Normal
- 00:02:341 (2,3,4) - i'm not that fan of close sliders like this, visually it's better when you have spaced and voluminous things, it may be also better concerning playability, so it would be better if you make the curve between 00:02:341 (2,3,4) - smoother and not that "close"Done
pimpG wrote:
Normal
- Já consideraram dividir os combos com partes "repetidas" do primeiro kiai e do final da musica pela metade? eu acho que faria bastante sentido, considerando que os combos grandes do jeito que estão são basicamente loops dos mesmos versos em um único combo.
Eu usaria new combo em 00:17:341 (4) - por ser igual a 00:15:577 (1) -
E new combo em 00:24:400 (4) - por ser igual a 00:22:635 (1) - etc. Eu prefiro manter combos maiores no caso dessa música- 00:20:871 (5) - Por favor use claps igual tem usado até agora, os claps devem seguir as batidas da musica não a intensidade do vocal. é claro que tem casos onde os claps realmente seguem o vocal mas não parece que foi sua intenção, minha sugestão está de acordo com a forma que tem feito hitsounds até agora. isso deve ser aplicado nas partes similares também. Done
- 00:27:709 (5,6) - ^Done
- 00:28:591 (7) - New combo vermelhoEu modifiquei os combos em outra sugestão por isso não sei direito onde caberia isso
- 00:28:591 (7,8) - O volume está muito mais alto do que qualquer outra parte na dificuldade inteira, não me parece certo tentar realçar tanto assim o vocal que não realmente está mais alto ou pelo menos usando um pitch mais elevado, sem contar que essa é a parte que os instrumentos não estão presentes, do meu ponto de vista o volume devia ser igual ou menor.Modifiquei já
- 00:56:165 (1) - Mapeie os finais de kiai da mesma forma?
Advanced
TheOnlyLeon wrote:
Advanced
00:14:915 (5) - I feel like this is a pretty harsh transition, granted I'm not exactly going tryhard while playtesting but I slipped over this note sightreading. I see what you're going for with the guitar ramping, your choice but I think there's value in the consistency of waiting for the chorus. If more ppl consider it an issue I’ll change
Enkrypton wrote:
Advanced
00:41:605 (5,6,7) - maybe stick to same design as what you did beforeI think the current one is good enough
besides that this difficulty is mapped really well
Nyantiaz wrote:
General: AR's pretty high for advanced, maybe AR5? Considering the spread I think it’s fine
CucumberCuc wrote:
[Advanced]
00:12:488 (2,3,4) different rangeDone
00:15:797 (2,3) - 00:17:562 (1,2) - 00:19:327 (1,2) different overlap distanceDone
00:21:532 (2,3) do slightly far for the same distance? Done
00:33:665 (2,3) strange for slider place when you do so close but on the same moment 00:30:135 (2,3) you do far (as and next's 2,3 the same moments) Done
00:56:606 (1,2,3) little differnt overlap distanceDone
Senery wrote:
[*] 00:31:900 (1,3) - same as normal, use some different sliders here so this sticks outThe stack is what it makes stand out more visually in this patterns
[*] 00:38:959 (1,3) - ^
[/quote
[quote="Catshy"][Advanced]
- 00:01:459 -, 00:28:922 - , 00:29:308 - just stop it alreadyDone
Cherry Blossom wrote:
Advanced
- 00:17:121 (3) - It would be better to make this tick 00:17:341 - played with a circle in lower diffs because it is a strong sound that announces the beginning of the next pattern, and making it played with a sliderend doesn't really give a nice impression, and same for others like 00:18:885 (3) - Going for the vocal active rhythm here, they’re getting clickable sounds later on spread.
- 00:30:356 (3,4) - The same idea as ^ could go for these objects too, it's better to make the downbeat clicked so, you should swap 00:30:356 (3,4) - even if i know you want to follow the guitar, but it sounds more correct when you make this one clicked 00:30:577 - . Same goes for next cases like itIn this section I didn’t want to buff rhythm, but I might change that
pimpG wrote:
Advanced
- 00:20:650 (5,1) - New combo deveria ser usado no 5 pois é onde começa o novo verso. aparentemente seus new combos e as notas em si seguem o vocal no kiai.Sim, eu to seguindo o vocal, fixed
- 00:48:885 (5,1) - ^Done
- 00:33:665 (2) - Erro no spacing, ja que não tem feito isso em partes similares. Done
- 00:39:400 (2) - Não considero uma diferença relevante de spacing, preferia que continuasse com 1.1 até o fim. Done
- 00:50:650 (5) - ^Done
Hard
TheOnlyLeon wrote:
Hard
00:08:959 (3) - Not a fan of how the hitsounding is handled here, make these triples symmetrical, right now you have whistle on the head, clap on the repeat, and nothing on the tail. If the tail had whistle again it would be better, this applies to the other repeat slider in this combo as well. The current hitsound is fine since the whistle on the end would give a false feedback
00:20:209 (4,5) - This is kinda strange rhythm, first you've got just a circle when it's followed by a weaker sound, which would be fine, but when it mirrors, (weak, strong) you have a slider which has a clickable note on the weak hit and a non-clickable on the strong. This would be better represented if 4 was a 1/2 slider and 5 a circle at - 00:20:650 -. However there are other ways you could improve this if you don't like my suggestion. Done
00:22:194 (6) - The hitsounding here makes it sound like 6 is an extension of 5 rather than part of the subsequent stack, it feels alright to play but the hitsounding here is pretty misleading, I'd recommend changing it to make the stack consistent if nothing else.Changed the sliderend
00:37:966 (2) - This circle is mapped to literally nothing as far as I can tell. It would be passable if there was a hitsound on it so it at least sounds alright while playing, but I'd argue it's better off not there. Removed circle
00:50:429 (6) - Same hitsounding issue as in last chorus, however even if you don't want to make the change I suggested, the hitsounding isn't consistent between the two instances, so at least fix that up. Done
Enkrypton wrote:
Hard00:21:202 (2) - angle this lower so the slider tail is in the middle of 00:21:753 (4,5) - its a neater design. basically a smaller version of what you did here: 00:27:378 (6,7,1) - That will mess up visuals in a way I don’t like, sry
00:38:077 (3,4) - don't curve these, every other part with similar sound isnt curved. Done
00:41:606 (3,4) - stick to similar design as u did before (overlapping sliders and circle), i think the big DS increase here is a little too much for a Hard, and having consistent design is always good. I’ll consider if more ppl think the build up here is an issue.
CucumberCuc wrote:
[Hard]
00:01:459 (1,3,4,6,1,3) different overlap distance
00:04:988 (1,3,4,6) slightly too ^
00:06:753 (1,2,6,7) ^
00:10:282 (1,3,4,5) ^
00:12:047 (1,3,4,6,1,3) ^
00:31:238 (3,4) - 00:34:768 (3,1) ^
00:22:856 (2,6) slightly fix stack? Most of this are fine imo
Senery wrote:
[*] 00:11:606 (6) - maybe use a reverse here aswell like you did with 00:08:959 (3,6,3) -There’s a different guitar I’m following there
[/quote
[quote="Catshy"][Hard]
- 00:10:282 (1,2,3) - consider moving it down or at least rotating the slider with reverse arrow; some people use fancy HP bars and that arrow might end up being covered by it Done
- 00:31:900 (1,2) - I don't get it why you use circle and sldier for that even tho there's no beat on 00:32:010 - ; on top of that you miss one on 00:32:121 - ; you don't use circle + slider here too 00:32:782 (4) –Yeah I’ll change that
- 00:38:959 (2,3) - same here
Cherry Blossom wrote:
Hard
- 00:31:900 (1,2,3) - I listened to this again and again and it is not really intuitive to play because you skip the strongest beat here 00:32:121 - and and sound on the sliderstart 00:32:010 (2) - is nearly audible, and the current way ticks are followed make this pattern not really intuitive to play, it would be better if you follow only the guitar, so you start the slider here 00:31:900 - and end 00:32:231 -. Same for 00:38:959 (2,3,4) – Done
pimpG wrote:
Hard
- 00:18:224 (3,4,5) - Desenhe os sliders de uma forma que não pareça uma forma geométrica quebrada (isso fica bem aparente por causa do verso "par" possuir forma geométrica 00:16:459 (4,5,6) - ), faça uma forma geométrica perfeita (algo parecido com 00:16:459 (4,5,6 - porém usando sliders retos?) ou crie alguma coisa nova não geométrica. Eu fiz bastante uso de forma geométrica quebrada no slider do meio em outras partes do kiai, eu também reaproveitei o formato anterior pra fazer com que tudo coubesse e desse stack.
- 00:20:319 - Não vejo porque não mapear esse tick, você não ignorou esses ticks até agora, nem depois, até mesmo a dificuldade abaixo desta não tem esse gap. Done
- 00:21:202 (2) - O tick mais relevante para se terminar o slider definitivamente é o vermelho, onde termina o vocal e temos também o som da bateria. Done
- 00:25:283 (3,4,5) - O mesmo que eu disse sobre 00:18:224 (3,4,5) -
- 00:31:900 (1,2,3) - O som da guitarra é constante, começando em (1) até (3), tem apenas 2 sons da bateria nesse combo, e estão nos ticks brancos. A pattern usada atualmente não faz o menor sentido.Modificada em outros mods
- 00:38:959 (2,3,4) - ^
- 00:44:694 (4,5,6) - Use uma variação de spacing mais significativa ou não use.Meio nazi esse ponto de vista seu. Eu aumentei de 1,2x pra 1,3x pra 1,4x inclusive pra melhorar o visual, não acho que seja um problema
- 00:46:459 (3,4,5) - ^
00:47:562 (1,2,3,4,5) - Não entendi o uso dos drum sampleset, não notei nada nessa parte e nas proximas que justifiquem isso. Foi copiado da top diff, no caso aqui realmente não faz sentido, removido.- 00:51:753 (3,4,5) - o mesmo que 00:44:694 (4,5,6) -
- 00:57:047 (1,2) - IMO acho que faz mais sentido/é menos estranho de jogar essas notas como um único slider de 1/1.Parcialmente simplificado
Kegare
Sorry for the delay on the replies I wanted to update the map when all diffs were finished but I guess that’s not happening soon x.xAsuka_- wrote:
Kegare
00:13:591 (4) - There was a slight sense of incongruity. change to circle?
Compared to 00:06:532 (4,5) - and 00:03:003 (4,5) - , the sounds of the guitar are similar to me.It is consistent with 00:04:106 (1,2,3,4) –
00:31:018 (2,3,4,5) -
hm... I think that this flow is difficult to play.It is
I think that if you ctrl+g like 00:41:606 (2,3,4,5) - at 00:31:018 (2,3) - and 00:31:238 (4,5) - , it will be a placement that is easy for players to play. 00:34:548 (2,3,4,5) - 00:38:077 (2,3,4,5) - ^ I don’t the result of your suggestion, is really underwhelming
00:53:849 (3,4) - I think that it is better to narrow the distance a little more. It’s consistent with 00:25:282 (1,2,3,4,5) -
For now, the distance between (4) and (5) is too wide, so players think it is difficult to hit imo.
00:57:378 (2) - cuz you put a circle here, I think that you couldnt emphasize the next 00:57:488 (3) - .
00:57:378 - There is no conspicuous sound, so if you change here to not clickable, and change 00:57:047 (1) - to 3/2,you can emphasize the next (5) imo. There’s a sound here 00:57:268 – that I can’t ignore while landing the slider end, but I’ll remove the circle there.
00:57:929 (1) - Since the song ends here, I think that the long special hitsound does not suit lolok
nice mapping!!
good luck~
CucumberCuc wrote:
Kegare - wow, so a lot use green TPs, it's a ok when other peoples in his use little TPs?!?
SnowNiNo_ wrote:
let me try to mod this lol
- [K]
sorry maybe i cant get ur concept of this map lol so i just mod what i can xd
- 00:04:106 - lower the spacing here can give a good express so the music since it the pitch is going down hereI prefer to keep the visual of it
- 00:07:856 (2) - curve slider here is kinda out of placed since it doesnt fit ur patterns, ur using straight slider but only curve here, imo a straight slider is better since the sound here isnt that specific to used a different shape of slider so just stick with straight is better, and u skip a drum sound 00:07:966 - The sound is specific enough to use a different shape, also is because I’m following the specific guitar melody sound here that I undermapped the drum. This is the minor detail that makes it less boring and plain mapped
- 00:08:738 (2,3) - the spacing here is kinda overdone, just compare with 00:08:518 (1,2) - and 00:08:738 (2,3) - , the sound is much the same but obviously ur trying to emphasizing 00:08:959 (3) - for nothing lol, and u used a complete different structure at 00:12:047 - , idk if the vocal is the reason but imo these two part should be consistentVocal is the reason, she’s literally screaming when the space got bigger, no reason to treat this as if it was a normal/hard diff
- 00:22:635 (1) - isnt this suppose to be at somewhere like 279 262 to follow the flow? like u follow the flow at similar part 00:50:871 – tho Done
- 00:27:488 (7,2) - triggeredDifferent patterns and different geometric shapes and that’s not visible either so for now I’ll keep it like that.
- 00:30:135 (2,3,4,5) - why dont consist the spacing, looks cleaner tho, same applied to 00:33:665 (2,3,4,5) - etcBecause intensity is growing?
- 00:31:459 (6) - 00:34:989 (6) - NC, sane applied to all similar partNo reason to NC a part that belongs together lol
- 00:43:371 (2) - i think u need a nc here to separate the vocal sound at the drum soundNot needed imo since I’m using the entire light blue to show transition
- 00:57:929 (1) - i dont think this need to be out of the shape, since theres only vocal here with no instrument, which mean this sound is actually weak to me, so i would prefer just stack with 00:57:047 (1) - is enough, doesnt need that large spacingChanged in another mod
Senery wrote:
[*] This diff looks good but the only problem i have is with the clapping hitsound on the kiai's (00:15:797 (1) - this one for reference) It just doesnt fit the style of music, same for this bell sound 00:15:577 (1) - it isnt as bad as the clapping one but also just doesnt fit. Hitsounds should compliment the music and these are the type of hitsounds you shouldnt use for this genre because they dont fitBoth fit, and the bell sound fits greatly if you actually think about the song title ^^
Catshy wrote:
[Kegare]Sidenote: Sweet Mother of timing points. Are you hurt, child?
- 00:16:459 (1,2,3,4,5,6,7,8) - I'm not really a fan of this patternI like it
- 00:43:517 (4,5) - I don't understand why would you space those twoThey sound a bit different
FoxFiire wrote:
[Kegare]
- 00:01:459 (1) - up to 00:07:856 - Feels underwhelming. It's a pretty intense part of the song and you're just spamming some 1/2 sliders. Since this is your hardest difficulty I would add some circles. It’s nice to use only 1/2 because I can later on contrast when Rin starts screaming
- How about something like this https://puu.sh/xTRS5/c349193ddb.jpg @00:07:856 -
- 00:49:988 (1,3,4) - odd looking overlap. I would suggest a star shape for 00:50:319 (2,3,4,5,6) - around the start of 00:49:988 (1) - I’m using start for a different parts, and the overlap is not that huge either
- 00:56:385 (2,3,4,5,6,7) - Feels pretty weird compared to the rest of your map. DS is here a lot lower compared to other parts. How about something like e this 00:15:135 (3,4,5,6,7,8) - BSD doesn't fit but you could still use the shape / pattern Lower DS for lower intensity in the song, also that allows me to contrast it with 00:57:488 (2,3,4,5,1) -
- If you don't change ^ then stack 00:56:827 (6,6) -
Cherry Blossom wrote:
Kegare
- 00:16:459 (1,2,3,4,5,6,7) - i would look more comfortable to play if the angle on each triples 00:16:459 (1,2,3) - / 00:16:790 (4,5,6) - / 00:17:121 (7,8,1) - was reduced (like 120 degrees), playing multiple triangles with an angle near to 180°C requires a lot of aiming skills and it's sometimes a pain to play, and i looked at the other patterns on the map and they are still simple to play, but those triangles are just too challenging lol. I disagree, even if their angle is really hard, the spacing is lowered to allow such pattern. Difficulty wise, it is balanced with 00:44:694 (1,2,3,4,5,6,7,8,1) - since the angle there is a bit easier but the spacing was increased instead. This kiai patterns requires at first a lot of flow control and secondly a lot of spacing aim while being consistent rhythm/movement wise.
pimpG wrote:
Net0's
- não gostei dos custom hitsounds, eles não são compativeis com a musica. a forma aparentemente aleatoria que usou esses customs também não ajuda.Não foi aleatória e pra mim funcionam
- eu esperava que fosse fazer os combos vermelhos exclusivos para os vocais logo após os kiais. imagino que fez isso por não gostar de como os kiais ficam com apenas duas cores? sua ideia foi interessante nas dificuldades menores mas não conseguiu executar com perfeição aqui.Ou você simplesmente não entendeu o que eu fiz. Assim como nas outras estou usando as cores quentes nos kiais, o padrão é relativamente simples, amarelo e laranja, deixando o uso do vermelho para as partes em que a Rin canta a frase principal do refrão que também estão mapeados com o uso de combo vermelho; 00:16:459 (1,2,3,4,5,6,7,8) -/00:18:224 (1,2,3,4,5) -/00:21:754 (1,2,3,4,5,6) -/00:23:518 (1,2,3,4,5,6,7,8) -/00:25:282 (1,2,3,4,5) – e o mesmo se repete no segundo kiai
- 00:00:577 (1,2,3,4) - está mapeando os mesmos sons nos ticks brancos mas porque só o primeiro tem um clap? e porque cada um deles está com um sample diferente? eu não notei diferença nenhuma entre 234 e com certeza nenhuma nota desse combo deveria mesmo ser diferente.Eu padronizei pra evitar problemas
- 00:22:635 (1) - estes soft-hitfinish4 passam a impressão de serem hitsounds com delay, o motivo é terem o volume aumentando desde o começo do arquivo até o fim, diferente dos hitsounds convencionais, que basicamente começam com volume máximo e vão reduzindo até o final do arquivo. realmente uma péssima escolha de hitsound, tenho certeza que não vai ser aceito para ranking.Tirei o delay desse hitsound
- 00:57:929 (1) - finish não devia ser usado aqui. não tem som de prato e nem um tipo de som alto e chamativo o suficiente para isso, o vocal raramente fica bem com finish, mas não é o caso aqui.