I'm coming to the rescue òwó
General
♢ In the first 15 seconds of the map for all diffs, every object has a whistle hitsound. You should add some more variety to this so the player gets some more active feedback.
It would help to do this with these sections too where you just use a lot of whistles in general 01:12:936 - but its less needed since there's still some variation there.
Insane Collab
♢ 00:26:801 (6) - I don't think the slider fits here because there's no strong sound on this sliderhead at 00:26:800 - , try starting the slider on circle 5 maybe?
♢ 00:37:369 (3) - Same as above for this circle, no strong sound here
♢ 00:49:300 (1) - This slider is oddly structured with the previous jump section, i think overlapping more fully with 00:48:618 (4) - will make this look nicer visually too
♢ 01:20:892 (3,4,5) - the rhythm density of this pattern doesn't feel like it fits the song, the song is composed of a lot of 1/2 based rhythms but the pattern is made up of 1/4 beats. Simplify this?
♢ 02:10:437 (5) - This circle doesn't fit with your rhythm concepts at 02:09:528 (1,2,3,4,6) - and everything after 02:11:118 - because it's not on a strong vocal section. Would suggest removing it somehow
♢ 03:01:346 (7,8,9) - This triple would possibly fit a lot better starting at 03:01:118 - because theres a sound you miss at 03:01:232 - but very little sound at 03:01:459 - .Example of a place where you did this: 03:18:392 (1,2,3,4,5,6,7,8,9) -
♢ 03:15:664 - same situation as above
Hard Collab
♢ AR is a bit low for the dense parts. I'd recommend 6.7 or 7, or smth in between
♢ 00:14:755 (1,2,3) - Fixing the AR issue will make these less confusing for Hard players, (too low of an ar makes it look like a triple once you get to the note) but if you dont change the ar, you should remove these kinds of varying overlaps from the map :p
♢ 00:59:301 (3) - While this slider follows the 3/4 rhythm scheme the song also uses, it isnt alligned properly with the beats. The vocal notes happen at 00:59:414 - and 00:59:755 - , just after the slider head and reverse arrow. Starting the slider at 00:58:732 - or 00:59:073 - will allign much better with the melody
♢ 01:06:573 (3) - Same thing here^^
♢ 01:09:301 (1,2,3) - Using 3 different types of curvature makes the slider arrangement appear unstructured, as an alternative i'd recommend replacing 01:10:209 (3) - with the same slider as 01:09:755 (2) - and flipping it
♢ 01:54:755 (1) - This slider feels like it undermaps the rhythm a lot kind of randomly, you skip some pretty prominent vocal notes and the melody on the pluck. Additionally, you end the slider on a strong note, which I think deserves a lot more emphasis bc its on a downbeat 01:56:573 - . I'd suggest reworking the rhythm here
Normal Mk
♢ Would recommend lowering the slider tick rate to 1, higher slidre tick rate makes new players more vulnerable to sliderbreaks
♢ 00:58:392 (1,2) - vs 01:05:664 (1,2) - I wouldn't recommend using this rhythm variation here, since gameplay should be made really simple for the player, so introducing the 3/4 rhtyhm one randomly would hurt them. They're both ok, just choose one :p
♢ 01:54:982 - since this spinner and slider 01:52:710 (1,1,2) - are both mapped to the unique vocal rhythms im surprised you skipped this note, I think it would be fititng to put something here
♢ 02:25:664 (1,2) - 02:32:937 (1,2) - see my first point :p. For this part too 03:00:209 -
Easy
♢ 00:31:118 - Would recommend not skipping this downbeat, they're a key note when counting the beats to the song
♢ 00:36:573 - Similar to above, but since there's a strong vocal here it would be better clickable. same thing here 01:34:755 -
♢ 00:54:755 (1) - You should really give beginner players mroe time to spin here. Easy diff guidelines say to avoid spinners less than 4 beats, so ending it here 00:56:573 - would work
♢ 01:11:118 - Even though this is on a downbeat, it feels unfitting to map to this note because the intense music stops here. Making this whole thing 01:10:664 (2) - a single 2/1 slider would work
♢ 01:23:846 (1,2) - The sharp V shapes here dont really fit in with the rest of the aesthetic choices you use in your map. This is a little pickier, but I think using some curves here would solve that
It makes me happy to mod this map
Call me back! 😎