yo
[General]
Good luck!
[General]
- Kiais are inconsistent. Kiai #3 in your diffs ends at 01:46:150 but on guest [Hard] and [Insane] it ends at 01:46:151
- Consider reducing HP Drain by one tick to keep diff spread more balanced. It will also make diff more enjoyable for beginners.
Note: empty spaces like this are unpassable for beginners with HP:3. Well, they stress beginners a lot, I'd recommend you to use HP2 and fill this empty space somehow. - 00:25:654 (2) -nazi - you can follow vocals here and make this slider a bit more interesting for players! example So, moves of sliderball will match with lyrics better. o3o/
- 00:27:257 (4) - to make rhythm consistent and to follow vocals closer, end this slider where vocals actually end - at 00:27:944. example
Note: same goes for 00:31:838 (6) -00:34:586 (2) - it's quite important to keep consistent 1/1 rhythm because otherwise players won't be able to understandyour rhythm. - 00:40:311 (2) - have you missed a whistle on its head? Slider sounds kinda empty without it.
- 00:43:059 (1,2) - here we are again. Almost the same as 00:27:257 (4) - but this time it's much harder to fix it. What to do? be creative!
Note: red dots in (1)'s body match with vocals - 01:05:502 - after loooong slider players need something to recover their HP. An object here will perfectly fit with music and help players to recover after a long slider!
- 01:37:105 (3) - it's reverse is TOO close to (1), so players may mistakenly click it. Consider moving (3)'s tail somewhere else. [url]example[/url]
- 01:49:471 (1,1) - double spinners are confusing for beginners, a specially when second spinner appears TOO fast after first and players have no time to ntice and read it properly.
- Consider using Overall Diff: 4 to keep diff spread more balanced. It'll bring some more fun to this diff, too!
- 00:23:135 (3) - please, I'm begging you DO NOT use any jumps in [Easy]/[Normal] diffs. new players are unable to read jumps, so they will fail it for sure, what's more jumps are VERY uncommon for normal diffs and players don't even expect them here!
- 00:46:723 (1,2,3,4,1,2,3,4) - try not to overuse 1/2 notes. Song is calm and relaxing, we don't even expect a lot of 1/2s here. Please, let players relax! If you have no idea how to, try this pattern
- 00:54:280 - 00:54:624 - unused green lines should be removed. I guess we shouldn't flood map with useless things, right?
- 01:14:662 - this beat is BEGGING for a circle! Please, please put something here to follow vocals.
Note: 01:16:036 - 01:45:349 - almost the same as above. For music. - 01:44:204 (2,3) - inconsistent spacing is inconsistent. It is NOt jumps because DS changes are too low, but this is not a regular spacing, as well. Consider changing it.
- HP Drain and OD here are too low! This is a [Hard] diff, remember? Try to increase them by one tick!
Because you use a lot of long sliders diff looks lazy-mapped, but that's ok. Overall, diff is pretty well-mapped!
- 00:04:470 (2) - you're mapping an [Insane] diff, it should be difficult for players, right. But please, DO NOT overmap. Remove this circle to follow music and playable rhythm.
- 00:19:929 - and don't skip important beats like this one! It makes map emty and boring for skilled players!
Note: 00:21:876 - 01:05:731 - 01:04:128 - same :< - 01:00:464 (7) - jumpy pattern starts here, and new par of vocals starts here as well. Consider placing a new combo here.
Diff is pretty solid, but I've expected kinda harder [Insane] diff. Even for a relaxing song, this diff could be harder :<
- 00:04:815 (3,4) - nazi - I'd swap them to make better flow. It just feels better wih circular flow :V
- 00:40:082 - do not ignore beats like this one, it feels like this beat is missed, so I'm sure that players would like to see it mapped!
Note: 01:36:876 - - same :<
Oh God, I'm in love with this diff. Awesome flow and well-constructed patterns. What else can I say?
Good luck!