Hi there, from my queue ~
[General]
Seems fine!
[Basic]
01:05:060 (1) - The curve on this slider seems a little erm.. Odd.. Try dragging the second slider point 6 grids to the right to make the curve run a bit smoother. 01:06:386 (2) - Same with this guy here.
01:07:712 (3,1,2,1) - The finish hitsound sounds really overused at this point here, and it's really annoying to listen to. How about only placing a finish on every second 1/1 to make it sound less spammy?
01:15:004 (5) - Perhaps you could add a whistle on the start and endpoints? It fits nicely with the normal hitsounds.
01:17:655 (4,5) - Whistles would go quite nicely here as well!
01:20:307 (4,5) - And here. The pattern should be a lot more obvious now.
Nicely mapped.
[Advanced]
01:17:655 (1) - Eh. This new combo here seems a little randomly placed to me, you haven't done anything like this in the previous or following combo, so I'd remove the new combo.
01:31:576 (1,1,1,1) - Hm. I would try to avoid NC spamming like this. This pattern here isn't all that difficult, so the extra HP boosts from the new combos aren't really needed. I'd make all these hitobjects one combo.
[Extreme]
Personally, I'd avoid using OD 8 or anything higher than that, so I'd lower this to OD 7. It;s your choice, however.
00:02:746 (1,2,3,1,2,3) - It's a little difficult to manouver through these sort of triplet patterns after making large 1/2 jumps, how about changing the formation of these triplets so they're easier to hit. Something like this maybe? 00:04:901 (5,6) - Inconsistent doubles, I suggest deleting (5) and then moving (6) back in it's place. This will allow you to give (6) a slider repeat, therefore making it a mirror image of (7) (should now be (6). It will also flow better as this part of the map uses many 1/2 patterns. 00:15:507 (1,2,3,4,5,6) - This stream feels like it starts waaaay too early. I test played this several times, and everytime the spacing made me think that the stream starts one 1/1 after (3), when really it starts 1/2 after (3), thus also making a rather quick jump. I suggest deleting (1,2) to make a consistant spacing pattern with (1,2,3). In my opinion it also fits better. Also, I would increase the volume of the hitsounds to about 90 or something, 70 seems too quiet to me.
00:18:159 (2,3,4) - First of all, (2) is placed waaay too close to (1). Also, there is a huge jump between (4,1). I suggest placing the hitcircles around here or something, so fix both spacing issues. 00:23:959 (1) - I suggest shortening this down to the 1/1 tick, it makes a pretty big 1/2 jump to (1) when it ends on the 1/2 tick, and in my opinion the slider ends a little too late when placed there as well.
00:28:600 (4,5) - I would personally bring these in a little closer to the center, the jumps are a liiiitle bit too big. In my case it's a slider break just waiting to happen xD
00:38:543 (1,2,3,1,2,3,4) - This is the part of the map that really bothers me. (1,2,3) are spaced really close together, and the map feels really slow. Then suddenly, (1,2,3,4) appear. A huge jump pattern. The difficulty consistency is really unbalanced, I suggest doing something to fix this. Please do the same for all similar patterns.
00:45:007 (1,2,3,4,5,6) - These here streams feel kinda out of place and difficult to play, how about using the same doubles patterns you used in the 2 previous combos?
00:54:453 (1,2,3,4,5,6,7,8) - This part of the map really feels as if it breaks the flow. Previous patterns have used doubles and sliders with one slider repeat that sits on a 1/4 tick. This part of the map resorts to 1/2 spam, which in my opinion feels out of time and uninteresting to play.
00:58:431 (1,2,3,4,1,2,3,4,5) - Enormous, enormous, ENORMOUS jumps! Could you perhaps scale these by x0.7? These are just too big x.x
Nicely mapped I suppose, this diff could really use a lot of difficulty balancing around the kiai sections.
[D.N.Angel]
Same issue with the OD, 8 seems a little too high.
00:05:564 (2,3,4) - How about spacing (2,3) like you did in the previous combo? For conistency.
00:11:530 (6,7,8) - Same here, it's good to keep consistency in your patterns. It can literally make your map look 10 times better.
00:15:342 (1,2,3,4,5) - Oh Jesus this spacing O-O I highly suggest decreasing the size of this spacing, it's waaaay too large for this quiet part of the song, it's also inconsistent with previously used spacing. Always remember that your goal is to produce a map that's fun to play, not a map that's difficult and frustrating.
00:40:366 (10) - I don't think it's the best idea to place this not under the slider like that, how about placing it somewhere in front of the endpoint of the slider so it looks better and is easier to hit?
00:43:184 (1,2,3,4) - This seems too easy in comparison to your other jump patterns.
Hm. Pretty fun to play.
-------------------------------------------
Well, your mapset is off to a good start. In my opinion, [Extreme] and [D.N.Angel] could use a bit of work, especailly [Extreme].
Pleasure to mod your map, best of luck getting ranked.
[General]
Seems fine!
[Basic]
01:05:060 (1) - The curve on this slider seems a little erm.. Odd.. Try dragging the second slider point 6 grids to the right to make the curve run a bit smoother. 01:06:386 (2) - Same with this guy here.
01:07:712 (3,1,2,1) - The finish hitsound sounds really overused at this point here, and it's really annoying to listen to. How about only placing a finish on every second 1/1 to make it sound less spammy?
01:15:004 (5) - Perhaps you could add a whistle on the start and endpoints? It fits nicely with the normal hitsounds.
01:17:655 (4,5) - Whistles would go quite nicely here as well!
01:20:307 (4,5) - And here. The pattern should be a lot more obvious now.
Nicely mapped.
[Advanced]
01:17:655 (1) - Eh. This new combo here seems a little randomly placed to me, you haven't done anything like this in the previous or following combo, so I'd remove the new combo.
01:31:576 (1,1,1,1) - Hm. I would try to avoid NC spamming like this. This pattern here isn't all that difficult, so the extra HP boosts from the new combos aren't really needed. I'd make all these hitobjects one combo.
[Extreme]
Personally, I'd avoid using OD 8 or anything higher than that, so I'd lower this to OD 7. It;s your choice, however.
00:02:746 (1,2,3,1,2,3) - It's a little difficult to manouver through these sort of triplet patterns after making large 1/2 jumps, how about changing the formation of these triplets so they're easier to hit. Something like this maybe? 00:04:901 (5,6) - Inconsistent doubles, I suggest deleting (5) and then moving (6) back in it's place. This will allow you to give (6) a slider repeat, therefore making it a mirror image of (7) (should now be (6). It will also flow better as this part of the map uses many 1/2 patterns. 00:15:507 (1,2,3,4,5,6) - This stream feels like it starts waaaay too early. I test played this several times, and everytime the spacing made me think that the stream starts one 1/1 after (3), when really it starts 1/2 after (3), thus also making a rather quick jump. I suggest deleting (1,2) to make a consistant spacing pattern with (1,2,3). In my opinion it also fits better. Also, I would increase the volume of the hitsounds to about 90 or something, 70 seems too quiet to me.
00:18:159 (2,3,4) - First of all, (2) is placed waaay too close to (1). Also, there is a huge jump between (4,1). I suggest placing the hitcircles around here or something, so fix both spacing issues. 00:23:959 (1) - I suggest shortening this down to the 1/1 tick, it makes a pretty big 1/2 jump to (1) when it ends on the 1/2 tick, and in my opinion the slider ends a little too late when placed there as well.
00:28:600 (4,5) - I would personally bring these in a little closer to the center, the jumps are a liiiitle bit too big. In my case it's a slider break just waiting to happen xD
00:38:543 (1,2,3,1,2,3,4) - This is the part of the map that really bothers me. (1,2,3) are spaced really close together, and the map feels really slow. Then suddenly, (1,2,3,4) appear. A huge jump pattern. The difficulty consistency is really unbalanced, I suggest doing something to fix this. Please do the same for all similar patterns.
00:45:007 (1,2,3,4,5,6) - These here streams feel kinda out of place and difficult to play, how about using the same doubles patterns you used in the 2 previous combos?
00:54:453 (1,2,3,4,5,6,7,8) - This part of the map really feels as if it breaks the flow. Previous patterns have used doubles and sliders with one slider repeat that sits on a 1/4 tick. This part of the map resorts to 1/2 spam, which in my opinion feels out of time and uninteresting to play.
00:58:431 (1,2,3,4,1,2,3,4,5) - Enormous, enormous, ENORMOUS jumps! Could you perhaps scale these by x0.7? These are just too big x.x
Nicely mapped I suppose, this diff could really use a lot of difficulty balancing around the kiai sections.
[D.N.Angel]
Same issue with the OD, 8 seems a little too high.
00:05:564 (2,3,4) - How about spacing (2,3) like you did in the previous combo? For conistency.
00:11:530 (6,7,8) - Same here, it's good to keep consistency in your patterns. It can literally make your map look 10 times better.
00:15:342 (1,2,3,4,5) - Oh Jesus this spacing O-O I highly suggest decreasing the size of this spacing, it's waaaay too large for this quiet part of the song, it's also inconsistent with previously used spacing. Always remember that your goal is to produce a map that's fun to play, not a map that's difficult and frustrating.
00:40:366 (10) - I don't think it's the best idea to place this not under the slider like that, how about placing it somewhere in front of the endpoint of the slider so it looks better and is easier to hit?
00:43:184 (1,2,3,4) - This seems too easy in comparison to your other jump patterns.
Hm. Pretty fun to play.
-------------------------------------------
Well, your mapset is off to a good start. In my opinion, [Extreme] and [D.N.Angel] could use a bit of work, especailly [Extreme].
Pleasure to mod your map, best of luck getting ranked.