altough patterns are executed very fair, and i think they're a plus in the top diff specially, because the usage of jacks and streams are pretty fun to play, i'll make some points in here
00:01:003 isn't strong enough to give it a triple in the context of a handstream
there are stronger sounds in which you can place triples and reduce the tripleness with accidental anchors (even if they're not that noticeable in the gameplay)
and so on throughout similar pattern structures
i see what you mean , though im not sure how to change it so it fits to that.
i just decided to make it as the other doubles here because i want the triples to be represented consistently throughout the map :p
(srry this is very late i just wasnt sure how to word it @_@)
00:04:153 should be double and the rest of doubles that are avoided in every 4 1/1 stack
as i said before in the normal diff, the long note thing doesn't sound like a 1/2... the pitch chance is relatively unaudible and can be adapted better while keeping dense patterning
so it would be better if you remove the long note at 1/4 line and add an extra note on the stamp instead, to mantain the consistency of the jumpstream
the sounds here are different enough that i want to use them as a sort of break in between each stream section, i didnt want to make this entire map just consistent dense streams. i made them short 1/4 LN because its charted to 00:00:666 (666|1,1116|2,1566|3,2016|0) - , though i ignored 00:01:341 (1341|3,1791|0) - for this part because well i wanted them to be small breaks lol, though if you had any specific suggestions for these parts i could try to change it better ;w;
00:04:603 (4603|2,4828|2,5053|2,5278|2,5503|2,5728|2,5953|2,6178|2,6403|2) things like this can be avoided changing or rearranging the patterns and avoiding accidental anchors by creating diversity
you can either use hands, jumps etc. doesn't necessarily mean that you have to remap the whole difficulty :)
00:29:350 (29350|2,29350|3) - should be a triple for kick like you did at 00:28:900 (28900|0,28900|2,28900|3) -
Here this is something mine but, 00:36:547 to 00:43:746, here the charting is fine but being CJ, there are a lot of anchors like 00:38:347 (38347|3,38572|3,38797|3,39022|3,39247|3,39472|3,39697|3,39922|3,40147|3,40372|3,40596|3) - , so I would recommend you match the number of anchors that are on the map, this is a matter of dynamism on the chart and not so repetitive even if the song is
Maybe this is a suggestion, you could ask testers about this or other modders so I'm not clear about it since it's 133 bpm :(
fair, though due to the patterns and density its kind of unavoidable, and not that noticeable in gameplay.
01:19:744 this part exactly is making a huge spike out of all the difficulty
the anchors are pretty easy to play, but when played constantly in a single stack, and repeatedly in two columns, a mindblock can be generated in the gameplay
you can alternate the patterns or reduce them to single jacks like you did in normal (which should be fixed in normal lol)
i jus wanted to make it hard lol, but i changed it so its only doubles since i dont want it to be exactly like the insane difficulty
i don't get why 01:20:643 (80643|3,81093|3,81543|3,81993|3,82443|3) - and the other notes of the same column are triples, they are a bass sound which you represented in other notes like 01:19:856 (79856|1,79856|0,79969|2,79969|3,80081|2,80081|3) - Also I feel like it's too dense for players of that skill level