Hi there
General- Wtf is this offset, pls. AT LEAST -18 ms (3911) because it's terribly late atm. The suggestions below are before any timing change
- It could be something related to the song/whatever this song is from and I'm missing it, but why are the combo colors so... boring and similar? Some color in the kiais would look a lot better, this is kinda plain.
- I think the spread is alright, except for the AR used in the normal diff. It goes from 3.5->7->8, so maybe you should at least pick AR 4.5-5 to make it fit the spread better, also both ar3.5 as 4.5 work out for the normal.
Memories of You- This map+DT= hello pp
00:12:071 (4,1) - Would rather see a bigger distance here instead of between these 00:11:643 (3,4) - , because of the downbeat
00:15:929 (1) - Same thing here kinda, you could move the whole pattern with (1) stacked on the solider-head instead of tail for example
00:39:714 (6,1) - Again, kinda weird that you put these so close to each other before a downbeat
00:41:000 (4,5) - Switch rhythms? I understand that you're following the background music here and there, but at this spot the vocals seem like a more important thing, and this rhythm will work out better I believe
00:44:857 (3) - You should've cut the song here for optimal speedrank power :^)
01:41:643 (1) - Woah please make this a circle+slider (or slider+circle) to map the guitar. Why do you ignore it
02:05:536 (1) - Remove the circle? Whatever you're mapping is not in the song (or barely audible), and the impact on 02:05:643 (4) - will be way stronger which feels nicer
02:27:179 (4) - Shitty drummer is shitty
Hard00:17:429 (1) - Why does the spinner start on the red tick here and not in the insane?
01:17:643 (5) - the KORUUUUUU or something seems to be pretty strong no? I think a 1/1 return slider is not the best thing to use here, because it completely ignores the voice. I see that you're trying to be consistent with the first part of the kiai, but that voice actually has the same rhythm as well so feqoinfeqnoifeqnoi idk do whatever you want
01:41:643 (1) - Same as insane
01:53:214 (6,1) - You could do the same thing as in the insane, using a slower slider to end before this break. I actually liked that more
02:09:071 (1) - gdsrgds
Normal00:17:429 (1) - Same as hard. Also, I know you're not going to agree, but the pause after the spinner is kinda awkward. I know you're doing this to give the player enough time to reach the next object, however I think a longer slider would work out better since that doesn't require you not to map the first beats after the spinner
00:40:786 (2,3,4) - I like this rhythm, why is it not applied here 00:27:071 (3,4,5,6,7,1) - . If it's for variety's sake, idk if it's worth it tbh
02:35:000 (1) - Inconsistent with hard and insane diff
Good luck! (and have a star)
pkhg wrote:
[General]
• Unused hitsounds:
{soft-hitwhistle.wav}
Is used for 1 hitsound I believe, but it's kinda stupid no? Why not remove it
pkhg wrote:
• Wave hitsounds with possible delay >5ms:
{normal-hitfinish.wav}
The "possible delay" is part of the finish sound, (yes it does not have the best feedback because of that)