[General]
[Insane]
[Hyper]
Why didn't you call it Hard? Having your difficulties follow the same name convention would be great and make more sense.
OD+0.5 to nullify the gap
Use hitsounds in the beginning, will you? Copy them from Insane.
Your sliders are way too fast! I'd like you to reduce SV to 1.2, otherwise it's not any different from Hyper.
HP+2, OD+2, AR+0.5 when you add a proper Normal.
HP+1, OD+1 because 1 is too low and I think you were aiming to map Easy.
Summary:
- Add EruJazz to tags
- I highly recommend you to use normal sampleset + soft whistle addition everywhere before 00:22:104 where you use only soft whistles. It's soooo worth it. If you find it time consuming, make a custom soft set and use normal-hitnormal as a clap.
- Use t/131540 to push changes on the other difficulties; this will also fix some finishes missing on, for example, Hyper.
- Ever thought of giving grey combo colour a blue shade? http://puu.sh/b9XVG/37f2a1df65.jpg
[Insane]
- 00:11:617 (3) - replace with note + 1/4th slider to fit the sound? not sure tho
- 00:24:339 (3,4,5,6,7) - I'd compress it down to 1x just to lessen the spacing difference; 00:29:841 (3,4,5,6,7) - same
- 00:35:342 (3,4,5,6,7) - that too (could use 1.2x)
- 00:46:861 (1,3) - why don't you make these curvy? looks better, I believe: http://puu.sh/b9YWI/712e8fc794.jpg
- 00:51:846 (2,3,4) - could use 1.2x or something; also there's a bit missing @ 00:52:104, mind mapping it? You could end it with a 1/4 repeating slider: http://puu.sh/b9Z2s/c5277d52ad.jpg
- 01:03:881 (2,3,4,5,6) - looks sloppy; I'd like you to align last notes to the red line: http://puu.sh/b9Zcf/efe8f33d32.jpg
- 01:10:758 (2,3) - why the antijump? It kills the movement
- 01:16:603 (3) - mind shifting it somewhere? Just a little, so that the player notices better that there's a new slider
- 01:27:262 (4,2) - add claps! Such a nice variation, also follows the track
- 01:36:374 (1) - to follow the music, stack it with the next note, not 01:36:202 (7) -
- 01:38:093 (7,15) - add claps? They are still in music; you could add them and silence a little, by 10−15%
- 01:41:187 (4) - you probably want to add a new combo here, like you did at 01:30:185 (1) -
- 01:49:096 (5,7,10,13) - please, add claps!
- 02:01:130 (1) - missing soft finish
- 02:08:523 (3) - remove whistle from the repeat?
- 02:10:328 (3,4,5,6) - add whistles for consistency with 00:42:305 (3,4,5,6) -
- 02:12:133 (1) - normal sampleset is a must
- 02:15:829 (3) - should probably move it back into the stream, or move the whole stream itself down a bit
- 02:18:494 (3) - why the antijump? I'd move it down: http://puu.sh/ba01O/c841eb8695.jpg
- 02:20:729 (2) - same; 1x spacing works better than a stack
- 02:21:503 - missing a note?
- 02:38:093 (5) - better stack it with (6) to avoid killing the movement
- 02:39:124 (3) - mind shifting it somewhere? Just a little, so that the player notices better that there's a new slider
- 02:46:689 (1,2) - you could use a bigger spacing here
- 02:55:285 (2,4) - add claps! Just for the sake of altering the rhythm, and also because the music itself has them
- 03:06:116 (7,15) - claps
- 03:17:119 (7,9,12,15) - claps again!
- 03:18:150 (19) - you could try experimenting and increaring the volume here by 15−20%
[Hyper]
OD+0.5 to nullify the gap
Use hitsounds in the beginning, will you? Copy them from Insane.
00:34:311 (5) - umm..well, this is acceptable- 00:55:113 (5) - NC! If you want to have long combos here, better start them from 00:49:611 (remove new combo from 00:50:987 , put it at 00:52:362, and so forth)
- 01:22:620 (1) - remove clap and put it on 01:22:276 (7) -
- 01:27:778 (1) - no! Don't end this at the time kiai starts, make it so the player is *able* to hit the very first beat of kiai
- 01:45:141 (1) - you want to remove new combo and set it on 01:46:173 -
- 01:47:720 (3,4) - make it at most 1.3
- 02:03:881 (1) - I'd remove the repeat to emphasize that little pause in music
- 02:09:038 (1) - not sure you need a new combo here
- 02:13:164 (3) - missing clap; 02:01:130 (1) - missing finish (but these shouldn't be a problem after the copy)
- 02:42:391 (6) - NC
- 02:49:439 (7) - NC
- 02:56:144 - considering this is Hard, you need to nerf jumps on the kiai part. Like, really. Like, all of them < skip this if you add a proper Normal
- 03:05:772 (10) - NC
- 00:49:611 until the kiai
- 02:56:144 (the whole section)
Your sliders are way too fast! I'd like you to reduce SV to 1.2, otherwise it's not any different from Hyper.
HP+2, OD+2, AR+0.5 when you add a proper Normal.
00:22:620 (1) - I'd remove it to give a player more time to restore hand's position after the spinnerwill be okay if there's a proper Normal- 00:33:064 - I am pretty sure you wanted this slowdown to start at 00:22:104
00:41:531 (1) - this will likely cause a player to miss; consider the following: http://puu.sh/ba3hm/8424579b3e.jpgwill be okay if there's a proper Normal- 01:03:021 (3) - I'd prefer this to not end on downbeat
- 01:04:396 (3) - same as above
01:37:577 (1,1) - wish the gap was bigger; the spinner feels too short and needless, to be honestwill be okay if there's a proper Normal- 02:12:133 (1) - shouldn't there be a finish?
- 03:02:162 (3) - add a repeat and remove it from 03:02:505 (4) -
- 03:11:273 (6) - NC
HP+1, OD+1 because 1 is too low and I think you were aiming to map Easy.
- 00:11:101 (1) - I am not sure the drum sampleset sounds good here
- 00:16:603 (1) - same as above; there's nothing like drums in the music
- 00:22:620 (1) - I'd remove it to give a player more time to restore hand's position after the spinner
- 00:31:732 (2) - could you please remap it in such a way that it doesn't end on the downbeat? You put there a finish yet you don't give a newbie player a single chance to hit it with the new part of music
- 00:42:734 (1,2) - the claps are too loud and unfitting, mind replacing with normal hits only?
I am not sure why you mapped the whole next part to red ticks, because lower difficulties are traditionally mapped to white ones to make them easier and less complicated for an average beginner. What you did could work better if the drum line wasn't that audible. - 00:45:657 (3) - by replacing claps with soft whistles you improve your hitsounding, because claps sound too harsh
- 00:51:158 (3) - same here. I don't mention drum hitsounds here, though
- 00:53:737 (2,3) - now when there's a solid beat in the music, these claps don't sound strange, see? Or, rather, "hear?"
- 00:56:660 (3) - same. just replace them from now on, okay? I won't mention it anymore
- 01:26:918 (1) - I'd appreciate if you shorten it by 1/1: "no! Don't end this at the time kiai starts, make it so the player is *able* to hit the very first beat of kiai" (explanation copied from Hyper)
- 01:49:096 (1,3) - sorry these drums don't fit at all; better use hitnormal
- 02:37:233 (1) - why the claps, all of a sudden? You didn't even use them for a similar part: 01:06:116 (1) -
- 02:53:394 (1) - use normal finish just because soft one is too harsh and unfitting here
- 03:05:428 (3) - forgot your claps
- 03:17:119 (3,5) - sorry these drums don't fit at all; better use hitnormal
Summary:
- Standard could be mapped better, use the above recommendations in your free time;
- Normal is missing;
- Hard is called Normal;
- Hyper is mostly good (FOR TRAKTION'S SAKE, DON'T FORGET HITSOUNDS)
- Insane, apart from a few claps missing, and also other things, is just great!