01:35:334 (95334|0,95334|1,95334|3) -
01:36:522 - Here's where it can be repeated, but you didn't collect its intention.
You can refer to top diff for the reason why you can use same pattern. also basic,normal,advance diff
master
expert
additionally, 01:35:482 - 01:35:557 - 01:36:671 - 01:36:745 -
It's not weird to put a note in here, so it's free to add it
In continuity to #4619279
I have a suggestion regarding od/hp values. These have around 1ms difference and don't really make sense nor justice to the purpose of said values. Recommend to start at 6od/hp and progressively go up by 0.5 on each. Also, for the last difficulty, since it's heavily reliant on LNs, think twice if you're going to go for 8.8 OD, it's not a great difference but imo being closer to 9 than 8 is a mistake, mostly if you're going to have shields and 1/4 releases into 1/4 lns.
difficulties are using storyboarded samples that are not being clickable and mostly giving a false feedback to player.
some examples:
00:29:690 (29690|0,29987|2,30136|1,30284|3,30581|0,30581|1) - on easy diff. rhythm on samples/hitsounds is absolutely different from object placement (if you would want to make a rhythm that fits hs, you'd made two 1/2 triplets instead of 1 - 3)
00:35:037 (35037|0) - easy diff, no double
00:29:690 (29690|0,29987|2) - normal, same thing as on easy diff
also some 1/8 rolls of hs that is being set not on lns (like 01:17:215 (77215|1,77512|0) - on ez) are not really okay.
please, recheck samples that may be giving unnecessary feedback from completely different rhythm to non-clickables and remove them. (on all diffs, not just e/n tho)