Kroytz wrote:

Well, the problem here is the flute player is completely off (like, he should have used a metronome lol) and timing his notes properly is near impossible, so I had to compromise and choose intuitive rhythms that the flute player was trying to go for. On top of that, the flute doesn't have a clear start, so it's very difficult to time this properly. I think what I did is the closest I can get to a compromise between fittingness and playability. A triple would sound a bit weird considering I hear held notes for the flute, hence the sliders!

I honestly have no idea. I was just messing around creating random sliders, and I eventually found this shape. My idea was that the circle part follows the crescendo and the pitch going higher, while the wave part follows the held note. Overall the slider looks weird but it isn't a problem... right ? ;w;

okay

For consistency with the rest of the intro, I turned this into a triple.

okay

done

As the song goes to a complete halt at this point, spacing is irrelevant. Anywhere I could place the object would be an anti-jump, and the player has more than enough time to dance around with the cursor if they want to. I placed this to conform to my idea of symmetry for the next patterns, so it's on the vertical axis, and the angle of the slider mimicks the angles before (like 00:44:066 (4) - ) to still link the patterns together.

I'm following the weird big stringed instrument here, and what I hear is what's being clicked. It's a new instrument in the chord and it's the most interesting one to follow.

ah, good catch, they originally did but after I modified the pattern, I forgot to re-place those objects

I prefer the stack here, because the vocals, which I'm following, come to a complete halt. I don't think an anti-jump would work here because the whole song has a short break here, so I thought the map should too.

Huh, this is the first slider of the section, and the other objects gradually move to the top right. I can't place them any further up in the corner.

Well, my idea was to go for a total stop as I said, so I don't want to change those, not having stacks wouldn't fit with what I was trying to do.

I wanted this to link the two kiai together, so I chose high spacing but easy jumps to make this part feel different (with the easy jumps and lots of sliders) but without completely breaking the energetic atmosphere I created with the first kiai.

changed

Good point. Changed.

ah, this is a pattern that plays with the sliders and circles. The sliders are getting closer while the circles get further apart from one another. It forms a contradicting buildup that goes well with the contrast between the held vocal and the spamming drum.

I augmented the spacing, not quite to the corner though

originally was exciting, players complained T_T

can I at least be credited for my own patterns ? T_T

ah this is a recurring pattern in the difficulty, it gives it a nice structure and the player will be very happy to see patterns they've played before I think

I'll have to deny that, the comboing follows the phrases in the vocals, and the slider positions are consistent with the first kiai (with the symmetry)

I changed that one

they already do !

done, also increased distance from last jumps

I'm not a big fan of super long sliders, I'd rather keep the spinner here >.<

This is an isolated note because to me the song really resumes at 04:27:902 (2) - so this one shouldn't be emphasized or moved

changed

it does! kinda

done