AAHHHHHHHHH , I USED TO BE A GEOMETRY DASH PLAYER , AND I REALLY WANT THIS MAP , FINALLY FOUND IT , AMAZING MAP , THX FOR THE MAP!!!!!
Right now your Insane diff (EXHAUST!!) and your hardest Expert (XXX!!) are both OD 8. I'd prefer to see the OD continue to increase past OD 8 especially at higher difficulties.
I would love to see a more unique difficulty naming convention than just "CENSORED <diff name>!!" What do you think about keeping the diff names but censoring them like BGINNER!!, NVICE!!, ADV*NCED!!, ..., XXX!!
They need to provide feedback. Things like 01:31:346 (2,3,4,5,1) and 01:02:115 (1,2,3,4,5,6,1,2,3,1) have almost no feedback at all; it sounds like you are using silent hitnormals. Maybe, you could increase the volume, but you might be better off finding new hitnormals.
They have to be audible.
• All clicked objects must have audible active hitsounds. osu!mania difficulties are exempt from this because of the mode's rhythm construction.
• Hitsounds must be audible. Their purpose is to provide feedback, so hitsounds with extremely low volume or samples that blend with a song's samples are unacceptable. Specific game modes list exceptions to this rule on their respective ranking criteria.
You've already said that you're using "almost silent hit-normals", and combining that with the fact that your hitsound volume is 70% throughout the majority of the map, I would argue that they are hardly audible at all.
Also, there is only one ranked mapset of O2i3 - Ooi [Game Edit] and it doesn't use this hitnormal (your normal-, soft-, and drum-hitnormals are the same), so I don't know where you got that from. Even if you found this hitsound from a ranked map, it means nothing because you're using them on a completely different song (and at a different volume I imagine).
I don't mean to be that guy to reopen this over and over again so I won't anymore, but I'm absolutely certain that these hitnormals are unrankable.
I hope we are not getting into an argument here with rebuttals and refutations, regardless, here's an image I uploaded to push based on the soundwaves of the map, http://puu.sh/IbnVe/aa3eff4d33.png, all the hit-normals are the same, so the problem would be consistent with the entirety of the map, instead of a specific segment.
The Ooi's hitsound I used was "soft-hitnormal.wav", it was way too loud so I altered it in order to fit the map.
Also, don't worry, I appreciate your concerns on the mapset, so thank you very much for helping me, I will keep your comments in mind at the time a BN bubbles the map :D.
Saw this come back from the osu announcements channel, looking forward to the map and good luck getting it ranked!
Along with the audio problems posed by Not Sotarks in #1945639, multiple hitsound files (normal-sliderslide.wav, soft-sliderslide.wav, normal-sliderslide2.wav, and drum-sliderslide.wav) are less than a millisecond long, with the minimum being 25ms.
Keep beat snap divisors consistent between difficulties, 1/3 is used in one diff and 1/4 is used in another for the same rhythm, etc.
Could you use a bg of Koishi Komeiji (the character the song is for) instead of a random Junko bg? Danganronpa has nothing to do with this song lol
Nice map! Can't wait for that to be ranked one day. :) (And we need more t+pazolite on osu!)
I completely agree with ya. I really wish that the Freedom Dive Overcute remix of T+pazolite would get ranked some day.
Very good choice for beatmap skin, unique sound effects, map is overall fun to play. 10/10 would play again when ranked.
This is very well-done. I'm not sure why this is not well-known but I'm definitely gonna spread it around.