ALRIGHT so. There are some DEFINITE timing issues in this unfortunately.
starting very early on, 00:14:470 (1) - this entire next section is noticeably off, if you listen to the slider end of 1, its around 30+ ms off, and this continues for the rest of this section.
00:15:613 (1,2) - here you can really hear it, the kick on 00:15:613 (1) - is actually 40 ms late.
skipping forward a bit, 02:04:182 (2,3,4) - this is also noticeably late, I was so confused why my UR was always around, 20-30 ms and I think I figured it out lol
This definitely needs to be addressed before ranking, as it's pretty unbearable to play currently.
mm, im not really too confident in modding something like this, but one thing i can point out is it'd be nice with some more kiais to emphasise more of the intense parts like 00:59:898 (1,2,3,4) - 01:59:325 (1,2,3,4,5) - 02:56:325 (4,5,1,2) - 04:30:638 (1,2) -
also starting kiai on 03:37:896 (2,3,4,5,6) - would prolly be more appropriate for what you have already, since its here the scream kicks in. You could also do some kiai flashing if you really want to be fancy here 06:09:482 (1,1,1) -
I like these and will implement most of them, if i'd add kiai to 01:59:325 (1) - etc imo the kiai would be to long so that's the only one i wont add. But the others i really liked, esp the kiai flashes at 06:09:482 (1,1,1) -
Am I just slowly going deaf or is there practically no hitsounding that'd be particularly distinguishable from the song? Only thing I'm hearing from the map is the soft chinking of what are presumably hitnormals. Not gud
Not using any hitnormals so that'd depend on ur skin, the clap used is way different from the weak one that's in the song and the finish is just a generic one and imo doesn't blend in at all (maybe in like 1 instance since i only use 1 sample and in the song it's so many different variations of cymbal hits) but it doesnt' happen consistently imo.
About your 300 bpm section....
Understandably it is the most intense part of the song, and thus should also be so for the map. I think you're doing that quite excessively here though. Deleting the 300bpm kiai part drops the SR whopping 0,5* (to 7,53*) while further also removing the rest of the 300bpm section before it drops the SR all together almost for a whole star (ends up being 7,18*).
Now obviously it has been discussed many times that SR is not "exactly accurate" but nonetheless changes this drastic should work as an indication of some kind of unnecessary unbalance here.
Personally I think balancing the sections so that the 300bpm would make the SR end up around 7,5-7,6* with rest of the map as it currently is would be way better fit, for context here.
True, and I kinda agree that it's overkill. I've reduced the spacing on the 2 most intense jump parts as other than that in my opinion the rest of the spacing (when looking at the rythm atleast) is representing the song way better.
I've also increased the spacing on some intense parts on other kiais so that this get's less contrast.
I guess SR wise it'd be 8.05* with everything and 7.4ish without the 300bpm part. and a 0.6 increase is justifiable in my book since I really want this part to stick out imo it's easily the most intense part and should be mapped like that aswell.
I've toned down on the streamjumps so that they pop out way less, I just wanted to make them differ from the rest of the streams since it's the guitar solo.
About the not constant 1/4 thing, as I can hear I can hear pretty constant 1/4, atleast it's not as obvious as 02:37:039 (1,2) - . Maybe if you could help me point out what part sounds like 1/3 to you i'd change it
Personal opinion. Generally, I think a lot of your sections lack variation and you stick to drums too much, which limits you a lot for creativity. For example, throughout the whole song, you have quite a bunch of guitar sounds which stand out a lot such as 00:17:327 (2) - 01:54:182 (1) - 02:45:611 (3) - etc... but you just stick to drums' constant 1/2 rhythm where you could totally extend a slider with a different slider shape than usual (not simple curved or straight/semi-straight). Same would go for important vocal over drums, etc... Following those little variations while staying coherent rhythmically would make the map a lot more interesting