plsplsplslpsplslps make sure to recheck ur kiai times because there are pretty weird stuff like:
these 00:36:188 - 00:42:971 - random kiai pop on normal diff without any reason
00:42:971 - this on insane seems weird but im not sure if its intentional
00:43:853 - this on pepekcz extra, 00:53:919 - this also pops randomly for no reason
etc etc
unfortunately for both of us i think this song needs more work on timing, this same song has other set that its ranked with just one redline but there are stuff like 01:39:027 (2,3,1,2) - 01:05:742 (1) - 01:06:070 (3) - 00:21:080 (1) - etc that sounds notoriously off ( especially 01:38:150 - this entire section )
I dunno how much timing would this need but ill be checking and asking other thoughts , so plz don't close this
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this is the worst thing i ever timed no cap
please check the resnapping carefully and lmk if u notice stuff that still sounds off
i'm pretty sure it doesn't need that much timing complexity since we already have 1 std and 2 (!) osu mania rankeds with just one 137bpm redline
tbh i'd like to get some opinions on this before pushing the map because it may cause a lot of gameplay issues
(!) - because osu mania is heavily based on rhythm and such stuff is very important for mania players, so i think they would point out this kind of stuff when those maps were qualified
Timing on some objects is noticeably off on the Mir mapset for instance 01:40:557 (1) - which is 30ms early or 00:34:207 (1,2) - which are 20ms early. To be honest I didn't notice the timing being wrong originally (or I wasn't being bothered by it enough to say something about it) but the variable timing is better than the original timing with a single red line in my opinion.
01:44:534 (2,3,1) - This is very unpredictable since the bpm changes a lot with the red line here so maybe simplify this one specifically but other than this I think the variable timing is fine.
i feel like the timing is pretty fine, but could maybe be simplified a bit though. The slow parts where its guitar only for sure needed timing, but the fast parts arent really that awful with timing i feel like, with some exceptions. 01:38:152 to 01:52:163 here is a must need because its super off in many places without timing. I do think dakiwiis timing right now is pretty good imo since it does go over all of those parts i just mentioned. Since there is a lot of timing ticks though in some parts it might cause playability issues like daycore said so Ill get some testplays going and get some feedback off of those.
00:14:073 -> 00:28:078 - also on this part u are spamming to much whisltes for every guitar string and sounds kinda obnoxious, u can leave some soft hits for guitar strings that sounds low and use whisltes for strings that have pretty high pitch, but i don't think using them for everything is a good move here, cus sounds spammy
There is currently a really large spread gap between the hard and insane diff. Firstly, the hard diff has a few 1/6th reverse sliders but never really introduces anything activley, whereas the insane diff frequently has active 1/6th patterns throughout the map. Because of this, it feels like the jump in rhythm progression is atronomical.
In addition to this, the spacing and jumps used in the hard diff is quite tame and relatively small, using 1/2 spaced patterns and almost always stacking 1/4 patterns. Yet the insane diff has quite a lot of movement on 1/4th patterns.
To fix this, i would recommend adding some movement, even if small, on the 1/4th patterns on the hard diff and lowering the spacing on some of the more intense 1/4th jumps on the insane diff (example 02:16:472 (1,2,3,4,5,6,7,8,9,10,11) - )