hey~ i'm here from my queue .
Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.
[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay.
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead.
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source.
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay.
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline.
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay.
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern.
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals.
00:28:681 (4) - same as 00:20:007.
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me.
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899.
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.
[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay.
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay.
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song.
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay.
00:45:127 (1,2) - ^
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO.
i find this pretty decent, so gj on this.
[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay.
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left.
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay.
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO.
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song.
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead.
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay.
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay.
01:19:646 (1) - maybe a whistle here to make it sound more effective?
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.
[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this.
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO.
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay.
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up.
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay.
01:19:646 (1) - same as hard.
the only thing that bothered me are those slider overlaps. other than that, a decent diff.
and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map . if you don't understand something, let me know and i'll clarify it for you.
Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.
[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay.
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead.
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source.
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay.
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline.
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay.
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern.
SPOILER
00:20:007 (4) - remove this note. you're breaking consistency with 00:17:115 - since this has no note. if you wanna keep it, then add a circle at 00:17:115 with a clap for consistency in the hitsounds and rhythm.276,36,9887,1,0,0:0:0:0:
136,60,10609,2,0,P|128:108|168:224,1,160
216,260,11694,6,0,P|256:284|344:272,2,120
132,144,13501,1,0,0:0:0:0:
168,84,13862,1,0,0:0:0:0:
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals.
00:28:681 (4) - same as 00:20:007.
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me.
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899.
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.
[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay.
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay.
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song.
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay.
00:45:127 (1,2) - ^
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO.
i find this pretty decent, so gj on this.
[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay.
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left.
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay.
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO.
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song.
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead.
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay.
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay.
01:19:646 (1) - maybe a whistle here to make it sound more effective?
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.
[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this.
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO.
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay.
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up.
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay.
01:19:646 (1) - same as hard.
the only thing that bothered me are those slider overlaps. other than that, a decent diff.
and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map . if you don't understand something, let me know and i'll clarify it for you.