spek:
https://i.ibb.co/ch5NfDY/daybreakerspek.png
the splatoon 3 game for the nintendo switch
Feels weird that muzu starts off faster than union but then goes to the same sv speed for basically the rest of the map apart from some areas.
I'd say make them either same sv speed or make every speed change slower / faster in one difficulty. Making some parts slower doesn't really affect anything.
patterning wise, i feel like you could do a bit more to differentiate between the muzu and oni diffs. in particular, there are some sections in the map with almost identical or similar note density, which you could probably do more to change up the two diffs?
for example in the kiai sections, it feels like the 1/2 patterns are quite similar for both diffs, whereas you could probably cut some 1/2 patterns up in the muzu diff, and/or add some 1/4 filler patterns for the vocals in the oni diff. for example, making the flutes in 02:46:184 as doublets in muzu, similar to what you did earlier 02:26:684
another example is at the intro (00:43:184) where the 1/2 patterns are exactly the same, you could potentially remove some notes in the muzu diff to get some variety and spread differences between the two diffs? for example, removing the 1/4 triplets in the calm intro section for the muzu diff
similarly, you could maybe undermap the muzu diff in some other sections, or buff the oni diff somewhat?
for the muzu diff, i'm not sure if you are aware of the break guidelines in the ranking criteria as a new mapper, but you should try to aim for more frequent 3/2 rests throughout the map (one every 16/1 or 20/1)
there are some sections in the map which have a very long stretch where there are no rests currently
you can use a tool like mapset verifier (https://github.com/Naxesss/MapsetVerifier) with the osu!taiko specific checks (https://github.com/Hiviexd/MVTaikoChecks) to help to check if the rests are ok
you can also use the rest guidelines as a guide to help you remove the notes in the muzu diff
i feel that the svs could have some room for improvement:
there are some inconsistencies in the sv placement between muzu and oni, where the muzu diff has more svs in some places compared to the oni (e.g. at 01:21:584 - 01:36:284), even though i would expect muzu diff to have less svs than oni
the svs in some places are generally too fast, for example having 1.65x sv at 200bpm (3.3x sv at 100 bpm) feels way too fast for muzu or oni imo, for 200bpm i would generally stick to a maximum of around 1.25x sv or even less, beyond which it might be hard to read (especially with hr)
you could try to follow these sv ranges:
for muzu: 0.7 - 1x
for oni: 0.5 - 1.1x
for muzu diff in particular, i would also advise against using too many sv changes, keep the sv changes simple (e.g. only change for different sections of the song), since muzu players might not be able to read drastic sv changes comfortably
for oni diff, i would similarly avoid overdoing the svs, try to keep the sv changes clean and readable
for example in this section 03:18:002 - 03:35:984, the sv changes are way too overdone and hard to read in general, on the other hand using small sv changes would be a lot better visually (and easier to read)
another example is the intro 00:03:284 where the changing svs might be a bit too much here
imo since the song has quite a chill vibe, you could consider trying out a lower sv range for the two diffs (e.g. keeping to around 200bpm 0.85x sv), compared to the current svs which are too fast
basically something like the svs you have currently in the oni kiai sections, but with the base sv down to 0.4 instead of 1.4
completely reworked the svs on both diffs. i didn't like a lot of the choices i made in hindsight, considering they were mostly 'baby's first svs' they weren't done very thoughtfully. rather than svs being a part of the map's concept, they're a lot lot more simple now and i feel they're more effective