Hello!
I checked your map, and I have a few things to highlight for you.
>Easy
Easy and Normal are okay, but the Hard diffs can still be improved, and the Insane still has a long way before it can even be considered to be qualified. The overall design and flow of Insane is just... kinda unsatisfying, and overall the hitsounding can be improved.
That said, though, I guess this mapset has some hope. Enjoy a kudosu star for now.
Good luck on the way!
I checked your map, and I have a few things to highlight for you.
- In a map with a custom skin, you should add this line in the .osu file of every diff, below the code for the combo colors (which is the "Colours" section; place this right below the code for the last color):
SliderBorder : 255,255,255
This is required by the Ranking Criteria.When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color (this can be done by adding the line "SliderBorder: 255,255,255" (using RGB values) under the [Colours] section of each .osu file). The same logic applies to hitbursts, cursors, numbers, and anything else of this nature. If you didn't intend to skin an element in the set, then using the templateskin's version is okay. Setting a SkinPreference is also acceptable (e.g. forcing the default skin).
- 00:02:725 - Add an uninherited timing point here, and another one at 00:05:725 (with the same BPM). This is to follow the inconsistency in the music's measure (musical-related thing; can't really explain well, but let's just say that a measure is a section that contains a set amount of beats which is largely consistent in the song. In this song, the time signature is 4/4, which means there are 4 beats in a measure, indicated by the appearance of a tall white tick for every four white ticks). Also, change the time signature at 00:00:475 to 6/4. It should result in something like this.
If you don't know how to change the timing signature, choose the timing point on the timing setup panel, then on the time signature box on the left side of the window, choose Other, and type 6 in the column.
>Easy
- 00:04:225 (1) - I don't really think it needs an NC. It'd be nice to remove the NC to keep the consistency in combo patterning.
- I will be honest: Your hitsounding pattern is quite random here. You should just stick to using whistles on the first and third white tick of each measure (which is the tall white tick, and the second white tick after it, respectively; for example, 00:25:225 and 00:25:975). You can keep the finishes since you placed them well, but the whistles are a no-no.
- 01:13:225 (1) - Why don't you make the upper half of this curved following 01:11:725 (3), just like how the lower half followed 01:12:475 (4)?
- 01:20:350 (1) - I'm sure there's nothing special in the song that makes this a "should-NC" object, so remove the NC for combo consistency?
- 01:25:975 (1) - ^
- Increase the AR to 4.5? AR4 makes this diff look a little crowded, and it'd be nice to keep a good diff spread with the Hard diffs (Easy > Normal > Hard's AR are 2 > 4 > 7, and Normal > Hard looks to be quite a jump).
- 00:10:225 (4,1) - According to your combo pattern here (which follows the more notable instruments), the NC's position should be swapped.
- 00:11:725 (2,1) - ^
- 00:16:975 (1,3) - ^, and remove the NC at 00:18:475 (1) since there is pretty much no point to it and the combo is too short. Applies to 00:19:600 (1) too. (Actually, reevaluate the combo pattern in this diff... or just the entire mapset. Easy is okay, but I'm not sure about the others. The combo pattern can get too short, and you place NCs kinda randomly at times. Just take note of that.)
- 00:59:725 - Just asking: Why would you place a finish here? I'm pretty sure this is accidental, but if not, then remove it. From what I've seen so far, you're actually pretty good at deciding what instrument should be emphasized with a finish and what shouldn't, so I believe you understand why I'm telling you this
- 00:04:600 - Why do you place a finish here? There is nothing really strong here to emphasize. Remove it, please?
- 00:09:475 (3,4) - It'd be cool if you make the spacing consistent here since a sudden small jump doesn't go well with the music.
- 00:49:225 - Why do you stack four inherited timing points with exactly the same setting here? Remove three of them so they won't be redundant.
- 00:58:225 (7,1) - You might want to refrain from making a jump here. The song (especially the music) totally doesn't call for it, and thus makes playing this awkward since you don't expect the jump. A jump between 00:58:787 (1,2) would be better instead of what you have now.
- 01:05:350 (1) - Quite sure the NC isn't needed here. It isn't really emphasizing anything in the song.
- 01:24:475 - Why the 10% volume? We usually only silence a spinner if the music is getting very weak here, but in this case, the music is constantly strong and noticeable. You should just remove this inherited timing point so the volume will stay 60%. Heck, actually just replacing this spinner with circles and sliders will be better to follow the insruments, but it's up to you, I guess.
- 00:00:475 (1,2,3) - Is there any reason for the spacing to be inconsistent? Just make all of them have ~1.0x DS.
- 00:35:350 (6,1) - I believe no jump is needed here. The situation is like 00:58:225 (7,1) in Mei's diff. It'd make more sense for there to be a jump at 00:35:537 (1,2) to emphasize the cymbal playing at 00:35:725.
- 00:34:787 (4,5,6) - Uuuuh, why is the spacing inconsistent?
- 00:39:850 (4,1) - This jump is too big for a Hard diff. Hell, I still won't recommend this jump anywhere in any kind of diff due to how sudden the spacing increase is (and it also doesn't really go along with the song). So yeah, reduce the jump's distance please.
- 00:47:725 (6,1) - Same as 00:35:350 (6,1).
- 00:49:037 (6,1) - ^
- 00:56:537 (3,4) - Same as 00:39:850 (4,1). The music doesn't support it anyway. (Actually, just make sure there are no sudden jumps, and those that don't fit the song. 01:24:850 (2,3) is another big offender of this. And while I still remember it, I'll say that you seem to randomly switch your default DS value from 1.0x to 1.1x and back for some reason. If you want to use 1.0x, just use 1.0x. Only applies to stuff that aren't supposed to be jumps ofc.)
- 01:03:662 (4) - Move to (340,72) so the spacing will be consistent with 01:03:100 (1,2,3)?
- Uh, same SV as Hard? Wouldn't it make more sense to make it higher?
- 00:03:662 (2,3) - Don't you think that this looks and plays better?
- 00:18:475 (2,3) - Uhm, is this jump really needed? I mean, you're not really accentuating anything with this.
- 00:53:069 (2,5) - These are overmapped and don't fit the song, so you should remove them.
- 01:03:100 (1,2) - Same as 00:18:475 (2,3).
Easy and Normal are okay, but the Hard diffs can still be improved, and the Insane still has a long way before it can even be considered to be qualified. The overall design and flow of Insane is just... kinda unsatisfying, and overall the hitsounding can be improved.
That said, though, I guess this mapset has some hope. Enjoy a kudosu star for now.
Good luck on the way!