Advertisement
Guest User

Untitled

a guest
Mar 25th, 2019
162
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.45 KB | None | 0 0
  1. intro violin accents are way too much. It's the most understated part of the song, and the movement shouldn't be very violent here imo
  2. 0:15 big snare hit after the roll, nothing special happened
  3. 0:18 again at
  4. 0:21 first main section kinda was meh. It was like, interesting to read, but there's intricacies in the kick line playing with the violin rhythm that are super prominent, and all that's really happening is arrows vibrating a lot. felt kinda lazily done
  5. - buildup into higher is p-cool
  6. 0:47 transition affords not enough reaction time for the next section
  7. - elastic arrows also felt pretty lazy, because the elastic effect didn't completely follow the music. There's more intricate bass fills, where the effect shouldn't be just pulsing on the beat.
  8. - also the amount of jumps used felt excessive, especially since a lot of the times, the sound that happens doesn't change from a previous sound in intensity and sometimes even pitch, and there's arbitrarily a jump on some of them that are far enough from other notes
  9. - cool effect at 1:12, bad step intro. You end up with the up roll on the left foot, and the first note is another up arrow that's supposed to be hit with your right foot. ESPECIALLY because there's mines in the section inbetween, by starting the next section with an up arrow, it's just an ambiguous arrow which kinda ruins the start. Not enough reaction time really is given here, and the awkwardness of the way the rolls are stepped makes this part really unfun. E.g. bad roll patterning on the first set of rolls which is a RU 16th roll has a 4th note on the left note. If the player is doing the rolls at the speed you stepped, they should naturally be using their right foot for the next note. It could be better with better steps and more reaction time probably.
  10. - 1:20 has some bad steppies as well, (e.g. L - [LU jump] - L) that breaks the flow that you had already stepped earlier. facing direction also kinda suffers here by not changing for long periods of time and overall this part is just super awkward to hit. too many jumps tbh
  11. 1:23 At the same time, this section has legit technical errors - looks like you wanted to pop up playfields on the 16th, but you were only working with 2 sets of playfields, which makes the effect just wrong, because the 2 sets pop up on the first 2 beats, then nothing for the next 2 beats, then one randomly comes up before the next syncopated hits start
  12. 1:28 the song texture starts changing here, i expected the mod to also change, but it kept doing the same thing as before (all percussion and other sounds other than the main lead drop out for the last syncopations)
  13. - transition out of this also looks like it just stops the toss and then hurriedly connects itself to the next section
  14. 1:32 i feel like there's just more song intricacy that you could have modded to
  15. 1:40 UD jump at also doesn't really make sense given the chart, and is nearly impossible to see
  16. 1:46 same as when it first happened. i understand that fast stuff is really hard to mod well, but this feels like a vague vibrate that tangentially fits with what the song is doing, when there's distinct things like the bell ringing along with the bigger snare hits that you could bring out, as well the actual bell/chord progression descending
  17. 1:50 more jumps at the end don't fit either really with the song, there's no added intensity to the notes
  18. 1:53 there's an extra right arrow that does not go to one of the main music stabs and feels really out of place
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement