Atm, sorry, i don't think my modding would be really helpfull. I suggest to focuses on al staff i wrote on easy-normall diff and try to use that basics ideas also on hard(focus on that diff) and insane(just try to think if you did here same mistake as on small diffs, i will mod it a bit later). It's not about it's bad or ugly map, business is that it looks unstructured on all diffs in the same way.
If you gonna change easy and normal you need to do same thing on hard - basicaly it's normal with higher note's density.
As you will do it, call me back i will recheck. Atm i suggest you to focus on visual part of map on low diffs(using playfield, some patterns), a bit later you should a little upgrade for some rhythms, and after you can freely focuses on insane diffs(btw it's pretty good but need some dynamics in patterns) and after that you can trying to rank it. In currient statment you need a lot of job to make that map works as you wish in your mind.
Call me back via irc/site.
i mapped that track like 6 years ago as soon it was realised. CAn't belive that someone asked to mod map for this track, lol,
gonna try to write really helpfull mod.
https://puu.sh/EREgz/e243be9e76.png it's was bullishit map like 4-5 ever try xd
although a good map. but i prefer you can improve the jump flow and emphasis. https://www.youtube.com/watch?v=LEBlmgfQfC0&t=63s this video definitely help you
Hi changing the current offset to 217 and adding an additional red line to reset the metronome on 11,079 (the blue tick) will make the beginning section properly have white ticks on major beats and also this will be slightly better timed with the other instruments mainly kicks etc in the kiai
I already tried to leave offset at 217 and it doesn't sound very well, so I left it as it was.
I found you have a problem with Timing/Offset changes and what I noticed is that a Ton of SVs are now not snapped right so I give you a link the usefull Tools you may fix them easier: osu.ppy.sh/community/forums/topics/940368
May check that Thread and what I think is a useful for that Issue is the "Map Cleaner" Tool.
You can use it different but It depends on which Map!
I have a weird confution with the BPM of this song, some sites says that is 174 and other sites says that is 87.
https://osu.ppy.sh/beatmapsets/989041#osu/2068805
rhythm in this map sounds like yours, so you can check flow and aesthetics structure in it
in my opinion, i think maps like this: https://osu.ppy.sh/beatmapsets/424397#osu/1027361 could help me a little more, (i use the bpm as reference, because the rhythm makes the difference, but I'll still check out that map you put in there.
Done, (well, by doing some tests with different programs, I realize that I can lower the bitrate without making a difference)
considering the fact that it's only your second map, you're doing well on your mapping progress! though you're still far from making a rankable map, you shouldn't feel discouraged on learning on mapping.
i wouldn't go far on modding this as i wouldn't want myself to sound too toxic, so i'll stick to general points for now
after you apply (agreed) with the mods don't forget to give the modder their kudosu by press the "like" button on each of mods they did (that you agreed) , otherwise people will just too lazy to mod your map since no benefit from it
Yes indeed everything can be achieved, and i see you in the future as a great mapper, but thiis is not the one... You mostly follow the song correctly and you have some structures though not as much in the lower diffs, but there is still something very important that you are missing. That thing is "space usage" you do not use the editor space properly making your map really flat and that even though there are some high spaced jumps it will feel like everything before, using the sides and corners more will force you into getting more creative with patterns and will make the map overall more dynamic. On your insane diff i could increase spacing on the whole map by 1.1x and stilll have some wiggle room while on your easy diff it almost got 1.2x anyway i wish you the best of luck
Well, now i just increased the spacing, and now the objects on the map are more scattered, and as you said, the map overall its more dynamic.
I don't think you got the correct idea from this mod.... I said i increased spacing to show you that there was still a lot of space that could be used. Mapping something poorly than increasing spacing overall wont make your map better in its core. This map still revolves a lot around the center of the playfield and nothing but a remap will solve it.
Well, now I changed some patterns so now there isn't too much objects that revolves a lot around the center of the playfield , besides, there are other patterns that I can't change because they are patterns that they told me to put it in that way so I guess that they are fine as well as I left them.
I'd recommend studying more ranked sets to see the characteristics and components of each one and try to better your concept of flow and structure. This will help you improve your mapping
So I've noticed quite a few recurring issues in this map such as visual and audio spacing, as well as aesthetic visuals and slider shapes. Also, I've noticed the vocal heavy style of this map, and though that may be the leading voice, you definitely want to map more than that. This is a good start, I look forward to seeing some progress.