00:41:063 (4,5,1) - Don't think it's intentional, but these are on 5% volume which gives bugger all feedback to players (when considering the volume of the music)
Would strongly recommend changing green lines here to give sufficient audio feedback (since they're copied from hs/top diff)
also, I'd recommend moving the 5% volume green lines to land on the slider ends of 00:40:111 (1,2,3,4,5) - since they don't atm, resulting in out-of-place audible slider ends :3
00:41:539 (1,2) - would changed so that these are stacked or some different patterning to indicate that they are supposed to be played as 1/4th doubles
this is becuase previously youve been using a lot of this patterning to represent 1/2 stuff like on
00:02:255 (1,2) - 00:03:682 (1) - 00:44:159 (1,2) - etc.
00:41:539 (1,2) - also is there a reason for 1/4th here? I don't hear anything in the music that would call for it
and also on the exact same bell sounding noise right after 00:44:159 (1,2,1) - you don't do the idea again, i think it should be consistent cuz they're the same sounds
00:51:182 (2) - #2 should be closer to 00:50:825 (1) - instead because her vocal is stronger on 00:51:301 (3) - to cause a small jump
01:00:527 -
01:01:717 - missed triple things here
you start mapping them on 01:03:682 (1) - and beyond so might as well keep it consistent
unless you were trying to go for an idea of low density rhythm then high to emphasize stuff or whatever, then i'd argue to just get rid of triples of the entire section of 00:58:682 - 01:07:610 -
then leave them mapped on 01:08:681 (1) - 01:13:204 - because that's when the music actually picks up in rhythm
'then i'd argue to just get rid of triples of the entire section of 00:58:682 - 01:07:610 -'
So I didn't put triple (And I don't think the sound is clear), However, 01:05:289 (1) - 01:06:420 (3) - sounds clear, so i keep.
01:11:895 (2,1) - could move 2 closer to 1 so as to have an anti-jump, as I liked how you did that here 01:10:704 (3,1) -
01:19:275 (1,2) - 01:33:561 (1,2) - similar rhythms but completely different spacing, i would argue that 01:33:799 (2) - is really hard to read right now because of how fast everything is and because you represented it differently, would space it so it's close to the end of 01:33:561 (1) -
01:51:061 (1,2,3) - these slider shapes dont give the same vibe as the previous ones did, cause with those I playing those in a circular motion, maybe changing the shape to something like this https://i.imgur.com/764Wth1.png could make it feel the same as the previous ones
I don't think it don't give difference vibe. This is because Aim movements are not different, and she is not taking on a completely different look.
03:57:487 (1,2) - i would personally turn this into a slider that either holds as long 1/4th to force the player to pause and hold, this gives more emphasis to the jumps later on also to bring back the 01:18:680 (1) - one you had at the first kiai
04:08:082 (2) - I would ctrl+g this and move the pattern a bit because at this bpm nobody's gonna play the slider as is so it becomes quite awkward https://i.imgur.com/0ZfLTli.png
04:14:393 (2) - 01:59:871 (2) - not really a problem but seems like these are a bit broken, they don't look completely circular as 01:59:632 (1) - (probably a rotation bug or something)
04:45:910 (1) - having this on the 1/8 tick is a bit sketchy, would rather you simplify like the other diffs do (04:45:939 - snap to this)