Hello! Modding as you requested in chat like, 3 years ago. Sorry this is so late!
[General]
This is an amazing mapset. Your mastery over rhythm clearly shows here; the timings are complex but you've made everything easy to read by utilizing consistent spacing. At the same time, the maps are wonderful aesthetically; your use of consistent angles and curves in your sliders complements the style perfectly. There are no issues with flow, and overall, the way you've handled the 1/3 beat rhythm makes these maps ridiculously fun to play.
I can't believe I'm about to star a Drake Bell map, but I have to admit that the song gets pretty catchy after a while. And the mapping is just perfect.
☆~
[General]
No issues!
[Hard]01:49:591 (4,5) and 01:10:637 (7,8) - These are the only two areas in your map where you stack hitcircles perfectly on the ends of your sliders. There's nothing wrong with these, but keep in mind that these are the only two cases of this in your whole map, and I'm actually sort of curious as to what your reasons are for doing this at these particular sections.
01:59:707 (2) - Endpoint to 193,202 to match the angle of 01:59:126 (1) .
02:02:498 (3) - Endpoint to 80,217 to match the angle of 02:01:916 (2) .
[Normal]01:59:707 (2) - Endpoint to 193,202 to match the angle of 01:59:126 (1) .
02:02:498 (3) - Endpoint to 80,217 to match the angle of 02:01:916 (2) .
I don't really like the curves that you put on some of your short sliders. It looks messy and awkward and doesn't seem to be consistent with the visual style of the map as a whole.
Usually, proper spacing should fix these sorts of issues but it might not be enough here. Maybe you could consider a disruption in flow. If you change the direction of the flow at these gaps, it's easier for the player to recognize the difference in timing. I'd actually recommend something like a Ctrl+G on 00:45:056 (3) and 00:47:847 (3) and at the sections like these in your other Kiai; this reversal won't actually affect flow much because the shortness of the slider causes it to become a hold instead of a slide, but it has impact visually, and can help cue the player in on the proper timing here.
This is what it would look like, using 00:46:219 (1,2,3) :
If you decide to do something like this you'll probably have to rearrange some things to make distance snap happy, but really it shouldn't be much of a problem because of slider leniency; changes like this should have very little to no impact on how they play in an actual run.
Anyway, it's just something to consider; I made it sound like a big deal but it really isn't. What you have is fine, if a bit confusing during the first playthrough; it may be worth experimenting with ways to disrupt the flow here to better reflect the gap in timing.
00:46:800 (2,3) - Well, in any case, the distance between these is 0.70x and this is inconsistent with the rest of the sections like this. The spacing here is too similar to places like 00:38:893 (2,3) .
01:03:312 (2) - Fix blanket. Startpoint 199,155; midpoint 257,171; endpoint 316,152.
[Easy]- 00:14:707 (3)
- 01:19:242 (4) - Maybe you were trying to blanket this on 01:18:195 (3) ? If so, I think (4) is just way too short to do any sort of blanketing with, and just makes it look like an awkward scrunched slider. Deleting the midpoint to make (4) straight instead looks much better in my opinion.
- 01:46:451 (3)
- 01:57:614 (3)
- 02:10:870 (2)
- 02:28:312 (3) - Even if you don't change the above, you should change at least this one because the curve is so minimal here that there's really no reason to keep it around.
- 02:45:056 (3)
Usually, proper spacing should fix these sorts of issues but it might not be enough here. Maybe you could consider a disruption in flow. If you change the direction of the flow at these gaps, it's easier for the player to recognize the difference in timing. I'd actually recommend something like a Ctrl+G on 00:45:056 (3) and 00:47:847 (3) and at the sections like these in your other Kiai; this reversal won't actually affect flow much because the shortness of the slider causes it to become a hold instead of a slide, but it has impact visually, and can help cue the player in on the proper timing here.
This is what it would look like, using 00:46:219 (1,2,3) :
If you decide to do something like this you'll probably have to rearrange some things to make distance snap happy, but really it shouldn't be much of a problem because of slider leniency; changes like this should have very little to no impact on how they play in an actual run.
Anyway, it's just something to consider; I made it sound like a big deal but it really isn't. What you have is fine, if a bit confusing during the first playthrough; it may be worth experimenting with ways to disrupt the flow here to better reflect the gap in timing.
00:46:800 (2,3) - Well, in any case, the distance between these is 0.70x and this is inconsistent with the rest of the sections like this. The spacing here is too similar to places like 00:38:893 (2,3) .
01:03:312 (2) - Fix blanket. Startpoint 199,155; midpoint 257,171; endpoint 316,152.
02:43:428 (1,2) - This is one of two places where you overlap in this difficulty (the other being at 00:41:335 (2,3) which looks fine in my opinion), and the sliders here are just so slightly overlapping that it just looks a bit bothersome. Maybe move (2) to the left a bit (keeping distance snap) to increase the overlap?
[Closing]This is an amazing mapset. Your mastery over rhythm clearly shows here; the timings are complex but you've made everything easy to read by utilizing consistent spacing. At the same time, the maps are wonderful aesthetically; your use of consistent angles and curves in your sliders complements the style perfectly. There are no issues with flow, and overall, the way you've handled the 1/3 beat rhythm makes these maps ridiculously fun to play.
I can't believe I'm about to star a Drake Bell map, but I have to admit that the song gets pretty catchy after a while. And the mapping is just perfect.
☆~