oh my this got popped...alright let's see what we got here. mod requested on my queue.
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or if i'm curious about something.
[General]
CLEAR!
[Easy]
00:28:742 (2) - not a big deal but maybe you can stack this note on the pink (2)? i think it'd look neater during gameplay since the notes are at the same spots.
00:51:242 (1) - that clap at the end sounds weird since this part focuses on whistles. replace it for a whistle since it focuses on consistency and vocals in this part.
wow this diff is perfect o_o.
[Normal]
00:23:889 (2) - maybe Ctrl+J to make the path easier for players to clear? also i think the flow would be smoother as the transition goes down to the point that the flow continues during gameplay.
00:29:625 (3) - maybe a stack on (1) would make it a bit easier for players since stacks like this are common after a combo IMO.
00:30:948 (2) - add a whistle at the beginning. it'll keep that whistle pattern going from (1).
00:32:713 (2) - ^
00:34:478 (2) - it should be whistle, clap, clap like the other (2)'s.
00:38:007 (2) - same as 00:30:948.
00:39:772 (2) - same as 00:34:478.
01:20:360 (2) - same as 00:30:948.
01:22:125 (3) - ^
01:23:889 (2) - similar to 00:34:478, this time i'm feeling whistle, whistle, whistle to emphasize the vocals/instrumental. if not, then follow 00:34:478.
02:51:022 - unsnapped line. consider re-snapping it.
[aabc's Taiko]
00:51:022 (1) - i feel that this should be a K. it should follow up the drumroll to the next note in this part.
01:12:860 (2) - i feel that this K doesn't fit since there's no cymbals in the drums. make this a k to follow the drums in this part.
02:01:389 - consider adding 2 notes here to continue the drumroll. i suggest d k as it plays nicely with the drumroll IMO.
[Hard]
00:29:183 (4,5) - maybe something like this to make the diff easier and fun for players IMO?
01:18:595 (4,5) - ^
01:19:478 (1) - missing a finish? add it to match the cymbals in the song. also add a whistle for more effect. it'll be consistent with the hitsounds in the mapset.
02:00:507 (2) - i'm thinking Ctrl+R since the instrumental changes and a jump would fit here IMO.
02:01:831 (1) - you got the finish, but add a whistle. same reason as 01:19:478.
02:08:889 (1) - ^
[Insane]
00:56:536 (1,2,3,4,5,6) - how about something like this? the notes are fully visible and i feel that a shape would fit with this part during gameplay.
I guess that's it. you're almost there, just get a few more mods and this map will get ranked soon. GL
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Italic: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or if i'm curious about something.
[General]
CLEAR!
[Easy]
00:28:742 (2) - not a big deal but maybe you can stack this note on the pink (2)? i think it'd look neater during gameplay since the notes are at the same spots.
00:51:242 (1) - that clap at the end sounds weird since this part focuses on whistles. replace it for a whistle since it focuses on consistency and vocals in this part.
wow this diff is perfect o_o.
[Normal]
00:23:889 (2) - maybe Ctrl+J to make the path easier for players to clear? also i think the flow would be smoother as the transition goes down to the point that the flow continues during gameplay.
00:29:625 (3) - maybe a stack on (1) would make it a bit easier for players since stacks like this are common after a combo IMO.
00:30:948 (2) - add a whistle at the beginning. it'll keep that whistle pattern going from (1).
00:32:713 (2) - ^
00:34:478 (2) - it should be whistle, clap, clap like the other (2)'s.
00:38:007 (2) - same as 00:30:948.
00:39:772 (2) - same as 00:34:478.
01:20:360 (2) - same as 00:30:948.
01:22:125 (3) - ^
01:23:889 (2) - similar to 00:34:478, this time i'm feeling whistle, whistle, whistle to emphasize the vocals/instrumental. if not, then follow 00:34:478.
02:51:022 - unsnapped line. consider re-snapping it.
[aabc's Taiko]
00:51:022 (1) - i feel that this should be a K. it should follow up the drumroll to the next note in this part.
01:12:860 (2) - i feel that this K doesn't fit since there's no cymbals in the drums. make this a k to follow the drums in this part.
02:01:389 - consider adding 2 notes here to continue the drumroll. i suggest d k as it plays nicely with the drumroll IMO.
[Hard]
00:29:183 (4,5) - maybe something like this to make the diff easier and fun for players IMO?
01:18:595 (4,5) - ^
01:19:478 (1) - missing a finish? add it to match the cymbals in the song. also add a whistle for more effect. it'll be consistent with the hitsounds in the mapset.
02:00:507 (2) - i'm thinking Ctrl+R since the instrumental changes and a jump would fit here IMO.
02:01:831 (1) - you got the finish, but add a whistle. same reason as 01:19:478.
02:08:889 (1) - ^
[Insane]
00:56:536 (1,2,3,4,5,6) - how about something like this? the notes are fully visible and i feel that a shape would fit with this part during gameplay.
I guess that's it. you're almost there, just get a few more mods and this map will get ranked soon. GL
