You should ensure that the combos aren't unreasonably short or long. This applies to circles that are standing "alone" such as 00:33:078 (1) - 01:41:078 (1) - and more after. Considering that you didn't leave them alone in the first Kiai for example makes it somewhat unreasonable to leave the others stand alone.
There are a couple green lines that aren't really changing anything. I might point them out here:
00:39:328 (1,2) - The 4 green lines that are here.
00:43:328 (5) -
01:20:078 (1,2) -
Agreed, however those were there from the previous difficulty to change the sound sampleset. Anyways, I'll let Timelimit see what he wants to do with them >.<
doot http://prntscr.com/orqd65
https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!#-normal
also read https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!/Scaling_BPM
with 120 bpm:
-yes more then three 1/2 beat can be used,
-and yes, you don't need to overlap the 1/2 beats
since 120 bpm and below is considered slow enough to introduce these
http://prntscr.com/orqf31
but I argue that using spaced + more than three 1/2 beat actively played objects is too intense for a lowest diff normal
because you know, 2/3 intense thing + 2/3 intense thing = 4/3 intense thing
which is 1/3 more intense than I'd consider "lenient enough"
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so since your rhythm makes sense, rework spaced objects into overlaps?
maybe rework squares like 00:31:328 (1,2,3,4) into http://prntscr.com/orqiox L or S shapes. Imo scaling the square down is not the safest idea as that could lead to some ambigous reading due to overlaps
shapes that aren't squares like 00:51:328 (1,2,3,4) or 01:16:328 (1,2,3,4) - scale it down because that's easy and applies to what I just said
and of course don't have more than 4 actively played objects and have them spaced
appealing to what other people have done is not a valid reason to resolve a discussion. appealing to other peoples reasoning is however
and the post was also about the actively clicked rhythm together with the high spacing, which I still think should be reworked and more lenient
also, don't have six 1/2's actively clicked objects in a row, in relatively low intensity section
01:18:328 (1,2,3,4,5,6) -
and same goes for five 1/2's in kiai
00:57:078 (1,2,3,4,1), 01:01:078 (1,2,3,4,1) - (remove first circles of each grouping)
doot http://prntscr.com/orqlv5
now what I just now realised this also means http://prntscr.com/orqm29 the "hit300" and "hit300g" overlap with objects
TMYK?
e: no I'm retarded, http://prntscr.com/os7nh7
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anyways, visual structure
e.g 00:33:578 (1,2,3), why do you point back towards your previous grouping 00:31:328 (1,2,3,4), when you can point it like this http://prntscr.com/os6vvr and avoid having repeated playfield usage
although you aren't required to have much reasoning in some cases (e.g why you would pick a certain CS) as you can appeal to "mapping style" or "mapping preference"
it'd just be nice if you used your playfield more, i'd argue it would make the map more inviting for players (as they wouldn't immediately blurt out "it's bad" looo) by instead of having overlaps, you can have visually pleasing blankets.
and consider having more blankets
other examples
00:41:078 (1,2,3,4) - very nice pattern, but then 00:43:328 (5,6) comes and draws a diagonal line in a straight stick convention
my suggestion would be
00:43:328 (5,6) http://prntscr.com/os71dp
as it has a blanket, doesn't point back to the center, and uses the edge of the playfield very well
or e.g
00:45:078 (1,2,3,4) - http://prntscr.com/os7263
solved by rotating just a bit after the previous suggestion
and yes, this does require a lot of reworking, but can be done quickly when you've already laid down the objects and you're ready to polish
adgdaafsdffakafjkfajkh
can prolly make this way more dense with same info, hol up
e: maybe not but hey
the intensity in the verse (01:04:078 to 01:36:078) are in many ways more intense than the chorus (00:32:078 to 01:04:078, 01:52:078 to 02:08:078), which shouldn't happen in this case when chorus>verse in intensity with chorus having a bit more dense drum loop, synth dubbed over vocals and with lyrics that you could chant.
to compare,
in 16 measures in 1st chorus, there were 21 one beat pauses with 1x DS and mostly 1/2 rhythm
in 16 measures in verse, there were 10 one beat pauses with 1x DS and mostly 1/2 rhythm
my suggestion is to rework rhythm density so that you ditch mapping vocals and stick with solely drum loop instead