Your offset and initial timing position is a good second or so after the first major note and circle. Change to ~11791. Note that by doing this, it offsets the other timing points by a bit. -
How about 11781? I changed to 11781I'm admittedly a higher AR player (9-10.33 is my sweetspot), but i feel as though the map plays a bit better on a higher AR, maybe 8.5. This change just increases the difficulty of certain aspects of the map, while making the small triangle jumps play a bit nicer. Once again, this is preference and coming from someone who can't read anything lower than ~AR8 . -
I'll think about it!00:12:564 (3) - Move up to 384,120, this keeps the initial spacing you set out for the 3 cymbals, whilst lining up a bit better with the following triple -
Fixed!00:18:414 (5) - Have this be a blanket slider, so that it wraps around the previous circle, 00:18:220 (4). This just neatens it up a bit and if done properly, could help lead into the triple-stack. -
Fixed!00:29:713 (1) - Not a fan of the slider shape, it's playable, and goes straight into the next note and keeps the circular flow you have going on, but just looks a bit ugly. Maybe Try making it into a blanket slider around 00:30:491 (2) , rather than using that slider shape. -
I'll change if I get mentioned about this01:01:466 to 01:26:596 should all be one big kiai time, the little gap you have in the middle is still a part of the chorus, and it's lower intensity could represented through different spacing and positioning, rather than the loss of the kiai. Furthermore, you could also play with the hitsounds, by increasing the hitsound volume at higher intensity sections, such as most of the kiai time, and have changes in volume during the buildups. -
Fixed, I'll just change the hitsound volume.01:01:466 to 01:26:596 should also feature different spacing to the non-kiai sections, as it's supposed to be a "special" part of the beatmap, and the only thing that actually differentiates your kiai time and the non-kiai sections are the increased slider velocities. The velocity change shows that you understand that emphasis is needed here, but spacing in the jumps doesn't really reflect this that much. If you decide to keep the same spacing, i suggest using conventional flow, rather than the mostly circular flow that you use in this beatmap. -
I'll try to emphasis this section01:43:349 (1) - The curvature of the slider implies that it is supposed to line into 01:43:738 (2) , but has too sharp a curve. -
Moved it a bit away to line into (2)02:06:920 - Like I've already mentioned, this kiai time split could be better represented as one kiai, with hitsounding and spacing used to represent the lower intensity section in the middle -
Fixed!02:19:194 (2,3,4) - This triple leads straight into 02:19:778 (2) rather than 02:19:583 (1) , which is a bit confusing on ar8 (for me). I feel like you could make this triple have a sharper curve leading into 02:19:583 (1) -
Fixed!02:31:272 (2,3,4,5,6) - This is playable as is, but it isn't much of a curve, but rather a wide-angle corner. I feel like the curve of this stream could be made more distinct if you didn't rely on gridsnap for spacing the notes. -
Fixed!02:38:674 (5,6) - I understand the purpose of these kick sliders, but at the slider velocity you are using at this point, it's a bit awkward to play. That and you could get away with just the 1 kick slider, and have more of a streamy bit here, given that it is a very guitary heavy, intense section. -
Decreased slider velocity02:49:194 (1,2,3,4,5,6,7) - I like this gently rotating triangle and how it plays. -
Thanks02:52:310 to 03:03:024 - You could hitsound this section to be quieter than the rest of the map, as it feels quite low intensity, and it's implied to be a quieter section by the music. There is a gradual increase in intensity into the stream at the end, so you could play around with the hitsounds to represent this. -
Thanks for your tip03:03:999 (6) - I feel like the use of this second kick slider here works well, better than the previous use of two kick sliders, but the increasing intensity gives the opportunity to have an increased spacing stream to bring into the final chorus.
03:03:999 (6) - As this kiai time is for the last chorus, you could increase the difficulty further by using larger spacing. Once again, hitsounding here would be much appreciated. -
I think it will be too hard if I increase the spacing. Added hitsounds!03:23:479 (4,5,6) - Preference here, but if you want to try and look fancy, you could experiment with having each slider on a different combo, as they are different words and are distinct from each other. -
Thanks for your tip!03:29:128 - This might be considered overmapping, but the sound here could be mapped to as a circle with seperate spacing and combo from the previous circles. -
Actually, 03:28:924 (4) was a slider that ended there, but because Easy and Normal ended at 03:28:924, so I replaced it to a circleThe map plays quite nicely, with use of circular flow and varying slider velocity making it play quite well. I feel like there's some underdevelopment here, and hitsounding would make a nice difference to sections and individual instruments. Main thing I'd like to see changed is the spacing of the jumps for the chorus' and the high intensity sections, just to give more character to the map - though i'm concerned that this might increase the difficulty too greatly
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Thanks!