i found this on #modreqs saying that you need a MAT to check this. well now that you got one, let's get started
.
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.
[General]
not a big problem, but perhaps you can fix the spacing between "teahouse" and "chinese"? it has been bothering me for a bit so yea...
[Easy Collab]
00:01:786 (1) - this should be a normal finish, so in this case, switch the sampleset to normal for that emphasis in the BGM.
00:05:214 (1) - ^
00:06:928 (2) - same as above, but at the beginning.
00:09:071 (1,2,3,4) - stacking would be a problem for beginners because the notes are covering the hitburst that it's hard to predict when to hit the notes. you have to space this out since this is the easiest diff and it'll be easier to read for beginners during gameplay.
00:15:500 (1) - move this note down slightly aligning to (4) because it'll give off that smooth feeling to the diff during gameplay. i find that the flow here came to a halt once (1) is hit because of the direction it's taking. it should look like this.
00:35:643 - add a circle here. it'll be consistent with 00:21:928 (5) -. that part doesn't follow the vocals, but it follows the change in something. in this case, the one i mentioned follows the instrumental whereas this one follows the change in the vocals. not only that, but it'll be consistent at 00:49:357 (4) - since it follows a similar phrase.
00:41:214 - i don't see a point behind this timing point since it's only a slight increase, so you should delete it, but if you want to keep it, move it to 00:42:928 since i find that it makes a lot of sense to me during gameplay IMO.
01:24:071 (1) - do Ctrl+J because it feels awkward to follow the transitioning between (3,1). it feels as if there's no feeling and it feels forced IMO. if you flip it, there will be that smooth feeling to the song, and it'll be fun to follow during gameplay IMO.
01:29:214 (3) - i can see that this wave slider can be better because it looks umsymmetrical. if you want, you can adjust it yourself, or use this slider. as you can see, the 2 parts look symmetrical IMO, and the middle point is just for support. the code is in the box if you want to use it.
01:58:357 (1) - same as 00:01:786.
02:00:071 (3) - ^
02:01:357 (5) - ^
02:02:643 (1,2,3,4,5) - ^
02:09:928 (2,3) - mm~ the transitioning made me feel uncomfortable to follow because of the direction (3) is taking and where (2) is going from (3) during gameplay. you can do 2 things: make (3) a straight slider slightly aligning to (2) like this, or move (3) down slightly aligning to (2) to keep the flow steady during gameplay like this.
02:29:214 (1,2) - i don't like how this pattern flows to the BGM because (1) looks like it unreadable to read for beginners during gameplay, and it ends awkwardly going to (2) and that may be the game changer in this diff. to make it readable for beginners, make this a 2/1 repeat followed by a 1/1 slider or 2 circles since it follows the vocals a lot accurate and it's smoother to follow during gamrplay.
03:08:214 (3,4) - same as 02:09:928, but i suggest something like this so that it'll be smoother to follow during gameplay.
03:17:214 (1) - ^
03:18:928 (3) - ^, but at the beginning.
03:20:643 (1) - same as 00:01:786.
03:21:500 (2) - ^, but at the repeat.
03:24:071 (3) - this time at each end of the slider.
[Normal]
00:01:786 (1) - same as easy.
00:04:357 (4) - i can't see the feeling behind this transition. once this slider is hit, the feeling of the diff is gone IMO. so to make it flow smoother, make this slider look like (2) so that it'll be steady and the feeling of the diff continues during gameplay.
00:05:214 (1) - same as 00:01:786.
00:06:928 (1) - same as above, but at the beginning.
00:09:071 (1) - move this note here because i feel that the flow would flow a lot smoother during gameplay. moving it there currently feels awkward to follow during gameplay IMO.
00:39:500 (1) - remove the slowdown in this song. it breaks the flow in this part and it feels unfitting to follow during gameplay, even though it is following the hold in the vocals.
00:45:500 (4,5,6) - move these notes here as it gives off a smooth feeling to the song like at 00:09:071.
00:59:214 (6) - perhaps you can align this note to (3) for symmetry? i think it'll keep the flow steady if you do this during gameplay IMO.
01:01:785 (1) - ik you can make a wave slider better than this. consider fixing it so that it'll look symmetrical.
01:04:786 - there should be a circle here for consistency and it gives off a smooth transition to the next note that follows the vocals during gameplay.
01:15:500 (1) - another slowdown that doesn't fit with the diff because once this is hit, the flow in this diff is broken. get rid of the slowdown and put it back to its default speed to keep the flow steady.
01:20:643 (1) - what do you think of a finish at the beginning to shoe emphasis in the vocals and to show that a new pattern is beginning during gameplay? i feel that it's missing since there needs to be something like a "bang" to this part of the song.
01:24:071 (1) - same as 01:15:500.
01:28:357 (2) - consider moving this note here so that the flow is steady and it gives off a smoother feeling to the diff during gameplay like i said before.
01:29:214 (1) - ^
01:48:071 (1) - same as 01:15:500.
01:53:214 (3) - replace the clap for a whistle because you're breaking consistency with the whistles in this part during gameplay.
01:58:357 (1) - same as 00:01:786.
02:00:071 (2) - ^
02:01:785 (6) - ^
02:06:500 (6,7,8,9) - you should do this because it'll be symmetric from (5-9). if you notice, (5) and (9) are aligned at the same spot, so it's basically a symmetric flow in this part during gameplay. if you don't or can't do it manually, the code is in the box.
02:15:500 (1) - same as 01:15:500.
02:24:071 (1) - ^
02:30:928 (5,6,7) - follow the spacing in this one by making this a diamond pattern followed by a triangular pattern like this so that the transitioning is steady and it wouldn't be that surprising for players during gameplay.
02:37:786 (1) - same as 01:15:500.
02:42:500 (7,8,1) - the placement feels too tight and uncomfortable to follow. when i say too tight i mean that it's cluttered and and it doesn't flow correctly. make it like this. it's spread out and easier to follow during gameplay. nothing too tight or cluttered, IMO this is just right.
03:10:357 (4) - add a finish at the beginning for consistency with the other finishes at the 1st ticks. again, i feel that this one is missing during gameplay.
03:12:071 (1) - same as 00:01:786.
03:17:214 (1) - ^
03:39:928 (4,5,6) - for this one, the flow feels awkward to follow and the pattern feels too forced as well. to make it feel smoother to follow, do this. it feels smoother and the flow is steady then the current one during gameplay IMO.
03:43:786 (5) - do ctrl+J on this because as it stands, the flow feels really awkward to follow during gameplay from the last 2 notes.
03:46:357 (1) - same as 01:15:500.
[Regou's Hard]
00:09:500 (3) - the transitioning feels a bit awkward to follow because of the slight spacing problem here. you may not see it, but there are other people who would see something like this. even out the spacing so that it'll feel a bit smoother to flow.
00:11:214 (3) - make the slider like this. the current one isn't blanketed properly, affecting the flow in this part during gameplay. if you can't do this, then the code is in the box.
00:19:571 (4,5) - for this one, center the end of (3) to the middle of (5) perfectly. it'll look a lot neater than before during gameplay.. again the code is in the box if you can't do this.
00:35:857 (3) - ^
01:24:928 (3) - add a whistle at the end because it'll show emphasis in the change at the vocals and it'll be consistent with the other ends of the whistles on this slider since it follows the change in the vocals.
02:09:928 (4) - same as 00:21:286.
[Bakaboxer's Taiko]
the taiko BG isn't needed anymore since it's unrankable. you have to replace it for a normal BG.
[Lunatic]
00:41:428 (2,3,4) - this part should be a full stream because i can hear drums slightly increasing, and i find it fun to do for players IMO. to make it sound effective, add timing points with normal hitsounds to gradually increase the volume like the drums in the BGM.
00:46:785 (1) - space this out and blanket the circle because players might mess up thinking that it's a quick back and forth pattern during gameplay. if you blanket it, it'll be easier to follow and i think that it'll be smoother to follow during gameplay as well. it should look like this. if you can't do it, then the code is in the box.
02:13:786 (4) - if you look carefully, it looks like as if this slider is going slightly up, making it look bad during gameplay, so in this case, get rid of the end point so that it doesn't show and so that the flow is steady during gameplay.
03:23:214 (4) - remove the finish at the beginning because it sounds unfitting and it sounds inconsistent with the BGM during gameplay.
and that's it. overall i say that it's almost ready, the only thing that bothered me is the unnecessary slowdowns in normal because they felt unfitting to the song and it'd most likely surprise other players and the flow would come to a halt if you think about it. i think that if you can fix that, then it'll be fine, but then again i may be wrong, so in the safe side i suggest that you get a few more mods before asking another one to be on the safe side. remember that asking for more mods is a backup plan, so i'm saying that you should get another MAT/BAT to check it to see what happens. i did what i can to help you out. anyways here's a star and GL
. remember to give me reasons for every ignored suggestion.

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.
[General]
not a big problem, but perhaps you can fix the spacing between "teahouse" and "chinese"? it has been bothering me for a bit so yea...
[Easy Collab]
00:01:786 (1) - this should be a normal finish, so in this case, switch the sampleset to normal for that emphasis in the BGM.
00:05:214 (1) - ^
00:06:928 (2) - same as above, but at the beginning.
00:09:071 (1,2,3,4) - stacking would be a problem for beginners because the notes are covering the hitburst that it's hard to predict when to hit the notes. you have to space this out since this is the easiest diff and it'll be easier to read for beginners during gameplay.
00:15:500 (1) - move this note down slightly aligning to (4) because it'll give off that smooth feeling to the diff during gameplay. i find that the flow here came to a halt once (1) is hit because of the direction it's taking. it should look like this.
00:35:643 - add a circle here. it'll be consistent with 00:21:928 (5) -. that part doesn't follow the vocals, but it follows the change in something. in this case, the one i mentioned follows the instrumental whereas this one follows the change in the vocals. not only that, but it'll be consistent at 00:49:357 (4) - since it follows a similar phrase.
00:41:214 - i don't see a point behind this timing point since it's only a slight increase, so you should delete it, but if you want to keep it, move it to 00:42:928 since i find that it makes a lot of sense to me during gameplay IMO.
01:24:071 (1) - do Ctrl+J because it feels awkward to follow the transitioning between (3,1). it feels as if there's no feeling and it feels forced IMO. if you flip it, there will be that smooth feeling to the song, and it'll be fun to follow during gameplay IMO.
01:29:214 (3) - i can see that this wave slider can be better because it looks umsymmetrical. if you want, you can adjust it yourself, or use this slider. as you can see, the 2 parts look symmetrical IMO, and the middle point is just for support. the code is in the box if you want to use it.
SPOILER
01:44:643 (1) - either make this straight or do Ctrl+J to keep the flow steady during gameplay.76,256,89214,2,0,B|184:304|256:260|320:216|444:264,1,360,4|4,0:0|0:0,0:0:0
01:58:357 (1) - same as 00:01:786.
02:00:071 (3) - ^
02:01:357 (5) - ^
02:02:643 (1,2,3,4,5) - ^
02:09:928 (2,3) - mm~ the transitioning made me feel uncomfortable to follow because of the direction (3) is taking and where (2) is going from (3) during gameplay. you can do 2 things: make (3) a straight slider slightly aligning to (2) like this, or move (3) down slightly aligning to (2) to keep the flow steady during gameplay like this.
02:29:214 (1,2) - i don't like how this pattern flows to the BGM because (1) looks like it unreadable to read for beginners during gameplay, and it ends awkwardly going to (2) and that may be the game changer in this diff. to make it readable for beginners, make this a 2/1 repeat followed by a 1/1 slider or 2 circles since it follows the vocals a lot accurate and it's smoother to follow during gamrplay.
03:08:214 (3,4) - same as 02:09:928, but i suggest something like this so that it'll be smoother to follow during gameplay.
SPOILER
03:13:786 (1) - same as 00:01:786.464,172,188214,2,0,B|504:252|456:344,1,180,8|8,0:0|0:0,0:0:0
360,324,189500,2,0,B|316:304|272:324,1,90,0|8,0:0|0:0,0:0:0
03:17:214 (1) - ^
03:18:928 (3) - ^, but at the beginning.
03:20:643 (1) - same as 00:01:786.
03:21:500 (2) - ^, but at the repeat.
03:24:071 (3) - this time at each end of the slider.
[Normal]
00:01:786 (1) - same as easy.
00:04:357 (4) - i can't see the feeling behind this transition. once this slider is hit, the feeling of the diff is gone IMO. so to make it flow smoother, make this slider look like (2) so that it'll be steady and the feeling of the diff continues during gameplay.
00:05:214 (1) - same as 00:01:786.
00:06:928 (1) - same as above, but at the beginning.
00:09:071 (1) - move this note here because i feel that the flow would flow a lot smoother during gameplay. moving it there currently feels awkward to follow during gameplay IMO.
00:39:500 (1) - remove the slowdown in this song. it breaks the flow in this part and it feels unfitting to follow during gameplay, even though it is following the hold in the vocals.
00:45:500 (4,5,6) - move these notes here as it gives off a smooth feeling to the song like at 00:09:071.
00:59:214 (6) - perhaps you can align this note to (3) for symmetry? i think it'll keep the flow steady if you do this during gameplay IMO.
01:01:785 (1) - ik you can make a wave slider better than this. consider fixing it so that it'll look symmetrical.
01:04:786 - there should be a circle here for consistency and it gives off a smooth transition to the next note that follows the vocals during gameplay.
01:15:500 (1) - another slowdown that doesn't fit with the diff because once this is hit, the flow in this diff is broken. get rid of the slowdown and put it back to its default speed to keep the flow steady.
01:20:643 (1) - what do you think of a finish at the beginning to shoe emphasis in the vocals and to show that a new pattern is beginning during gameplay? i feel that it's missing since there needs to be something like a "bang" to this part of the song.
01:24:071 (1) - same as 01:15:500.
01:28:357 (2) - consider moving this note here so that the flow is steady and it gives off a smoother feeling to the diff during gameplay like i said before.
01:29:214 (1) - ^
01:48:071 (1) - same as 01:15:500.
01:53:214 (3) - replace the clap for a whistle because you're breaking consistency with the whistles in this part during gameplay.
01:58:357 (1) - same as 00:01:786.
02:00:071 (2) - ^
02:01:785 (6) - ^
02:06:500 (6,7,8,9) - you should do this because it'll be symmetric from (5-9). if you notice, (5) and (9) are aligned at the same spot, so it's basically a symmetric flow in this part during gameplay. if you don't or can't do it manually, the code is in the box.
SPOILER
02:12:071 (1) - there should be a finish at the beginning for emphasis in the BGM and because of a new pattern like i said before.158,115,126500,1,8,0:0:0
158,115,126928,2,0,B|126:139|134:171|126:195|158:219,1,120,4|8,0:0|0:0,0:0:0
194,251,127571,1,0,0:0:0
240,264,127785,1,0,0:0:0
02:15:500 (1) - same as 01:15:500.
02:24:071 (1) - ^
02:30:928 (5,6,7) - follow the spacing in this one by making this a diamond pattern followed by a triangular pattern like this so that the transitioning is steady and it wouldn't be that surprising for players during gameplay.
02:37:786 (1) - same as 01:15:500.
02:42:500 (7,8,1) - the placement feels too tight and uncomfortable to follow. when i say too tight i mean that it's cluttered and and it doesn't flow correctly. make it like this. it's spread out and easier to follow during gameplay. nothing too tight or cluttered, IMO this is just right.
03:10:357 (4) - add a finish at the beginning for consistency with the other finishes at the 1st ticks. again, i feel that this one is missing during gameplay.
03:12:071 (1) - same as 00:01:786.
03:17:214 (1) - ^
03:39:928 (4,5,6) - for this one, the flow feels awkward to follow and the pattern feels too forced as well. to make it feel smoother to follow, do this. it feels smoother and the flow is steady then the current one during gameplay IMO.
03:43:786 (5) - do ctrl+J on this because as it stands, the flow feels really awkward to follow during gameplay from the last 2 notes.
03:46:357 (1) - same as 01:15:500.
[Regou's Hard]
00:09:500 (3) - the transitioning feels a bit awkward to follow because of the slight spacing problem here. you may not see it, but there are other people who would see something like this. even out the spacing so that it'll feel a bit smoother to flow.
00:11:214 (3) - make the slider like this. the current one isn't blanketed properly, affecting the flow in this part during gameplay. if you can't do this, then the code is in the box.
SPOILER
you need to move (2) as well if you want to do this.212,132,11000,1,0,0:0:0
212,132,11214,2,0,B|292:192|356:112,1,160,0|8,0:0|0:0,0:0:0
00:19:571 (4,5) - for this one, center the end of (3) to the middle of (5) perfectly. it'll look a lot neater than before during gameplay.. again the code is in the box if you can't do this.
SPOILER
00:21:286 (3) - do the same thing here. put this note at the middle perfectly for neatness and somewhat transitioning.444,78,19571,1,0,0:0:0
444,78,19786,2,0,B|444:190|340:174|340:174,1,160,0|8,0:0|0:0,0:0:0
00:35:857 (3) - ^
01:24:928 (3) - add a whistle at the end because it'll show emphasis in the change at the vocals and it'll be consistent with the other ends of the whistles on this slider since it follows the change in the vocals.
02:09:928 (4) - same as 00:21:286.
[Bakaboxer's Taiko]
the taiko BG isn't needed anymore since it's unrankable. you have to replace it for a normal BG.
[Lunatic]
00:41:428 (2,3,4) - this part should be a full stream because i can hear drums slightly increasing, and i find it fun to do for players IMO. to make it sound effective, add timing points with normal hitsounds to gradually increase the volume like the drums in the BGM.
00:46:785 (1) - space this out and blanket the circle because players might mess up thinking that it's a quick back and forth pattern during gameplay. if you blanket it, it'll be easier to follow and i think that it'll be smoother to follow during gameplay as well. it should look like this. if you can't do it, then the code is in the box.
SPOILER
01:29:000 (4) - align this note to (2) because it'll be a symmetric pattern that would be fun to follow for players during gameplay IMO.25,170,46785,6,0,B|10:293|156:282,1,180,8|0,0:0|0:0,0:0:0
02:13:786 (4) - if you look carefully, it looks like as if this slider is going slightly up, making it look bad during gameplay, so in this case, get rid of the end point so that it doesn't show and so that the flow is steady during gameplay.
03:23:214 (4) - remove the finish at the beginning because it sounds unfitting and it sounds inconsistent with the BGM during gameplay.
and that's it. overall i say that it's almost ready, the only thing that bothered me is the unnecessary slowdowns in normal because they felt unfitting to the song and it'd most likely surprise other players and the flow would come to a halt if you think about it. i think that if you can fix that, then it'll be fine, but then again i may be wrong, so in the safe side i suggest that you get a few more mods before asking another one to be on the safe side. remember that asking for more mods is a backup plan, so i'm saying that you should get another MAT/BAT to check it to see what happens. i did what i can to help you out. anyways here's a star and GL
