00:03:900 (2,3) - i would swap the place of these two sliders cuz i feel like the players will expect the pattern to follow 00:03:442 (1,2,3) - 's logic
i disagree, the way i have them oriented right now feels very comfortable to aim and players shouldn't be caught off-guard by it;
00:03:442 (1,2,3) - isn't oriented the same way as the other ones so it can flow between the preceding and proceeding jumps
00:07:214 (4,5,6) - - Feels kinda off that it is the same spacing while the drum is clearly lower. than : 00:06:871 (1,2,3) -
Imo i would make the change more "drastic" with even lower spacing for : 00:07:214 (4,5,6) -
00:09:785 (2) - Maybe you could move this slightly to the left, would make it easier to read the slider-body at this bpm
and look nicer
00:14:071 (10) - Imo , just a personal taste, but I think that one could be most active and dominant in term of playability
what do you think of stacking it on top of : 00:13:728 (7) - ?
00:14:071 (4) - that note placement seems really awkward if looking how close it seems to 00:13:728 (1,2,3) - first slider, also it doesn't give a good contrast with 00:13:157 (2,3,4) - if u wanted to do it, i'd place it there: [29,240]
00:26:754 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25) - Maybe add some sliders in the deathstream?
00:27:785 (1,2,3,4,5) - that is honestly in my opinion way to big of a jump compared too previously at : 00:27:100 (1,2,3,4,5,1,2,3,4,5) - in term of movement and how you have to fix your aim, feels really counter intuitive angle-wise
Same response, but I will add clarity for 00:33:268 (19) which is used to create leniency and emphasis to the next, much more intense stream
imo it's optional but : 00:33:614 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19) -
I would make it easier to get into the pattern from 00:33:271 (6) -
obvs it would require a bit of a remap for the stream (That is actual insane btw)
but i feel like having it go "counter-aim" feels bad to play at least
00:36:357 (1,2,3,4,5,6,7,8,9,10,1) - you didn't make the triple to follow the kick drum 00:36:585 00:36:642 ...etc seems not a good idea
00:36:586 (2,3,4,5,6,7,8,9,10,11,12,13) - i'd suggest to give more effort to the guitar emphasis by making triples like this: https://osu.ppy.sh/ss/19184176/fea8 so i could emphasize the pitching down guitar every pattern
Especially when you use the same idea here: 00:55:442 (1,2,3,1,2,3,1,2,3,1,2,3) - with linear patterns
00:44:071 (2) - Shouldn't this be higher sv than 00:43:728 (1) -
might be deaf, but it sounds higher in pitch ? o:
00:50:071 (1,2,3,4,5,6,7,8,9) - don't know what pattern you make since other jump still have a nice pattern. i'd try to combine the pattern with 00:51:100 (1,2,3,4) slider
01:03:784 (1) - you don't have to change it honestly, but in my opinion it's kinda hard to read that rhythms at this bpm with this stacked note there
01:05:270 (1,2,3,4,1,2,3,4,1,2,3,4) - that looks too overdone for the entire map while u use most of 1/6 bursts, i'm sure most of players won't be able to fc the map bcause of that overkilling thing
I have this sudden 1/9 rhythm here to match up with the equally sudden 1/9 drums in the song, but I'll nerf the 2nd/3rd bursts cuz they're toms instead of snares;
playability wise, I think 4 note bursts of ~394 BPM notes is doable for top players (which the map is catered towards)
More anecdotal but on top of that I somehow got only one slider-break on this pattern when it was 1/12 (5 notes at 525BPM) CS6 so ahhhhhh