Red - Unrankable
Blue - Highly recommended
Black - Suggestion
GeneralBlue - Highly recommended
Black - Suggestion
- The background you are using is 16:9, but the original isn't, thus you are using stretched background (it's wider than it is supposed to be). I am not saying it is unrankable, but it does slightly decrease the appearance level of your beatmap. You should most likely use this cut of original version, which fits 16:9 perfectly and doesn't contain any noise which current does. If you agree with this, don't forget to replace blured version with this one. You already mentioned original way 1600x900, but original really was 1600x1200, someone just resized it without ratio and you got that version.
- Storyboard is nice and simple, but you use too complicated things and increase the SB load, while it is not even needed. For optimization, I recommend you to do all these things. Firstly remove SB/black.png, that's because black color is easy to make without using pictures. Another problem is that all objects are rendered within whole time of the map, that sometimes increases SB load to 4x while there is nothing shown at all. I can recommend you to replace whole .osb file with this optimized code, I can guarantee you it is much more acceptable and technically is better. Decreased SB load from ~3.0x to ~1.33x, which is pretty cool difference considering it was just removing unnecessary things..osb Code
[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
Sprite,Background,TopLeft,"bg.jpg",0,0
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"bg.jpg",320,240
S,0,41756,,0.625
F,0,41756,69097,1
F,0,69097,69203,1,0
Sprite,Foreground,Centre,"SB/blur.jpg",320,240
S,0,21437,,0.625
F,0,21437,28139,0,0.6
F,0,28139,,0.6
F,0,28139,28246,1
F,0,28246,35054,1,0.2
F,0,35054,41756,0.2,1
F,0,41756,41863,1,0
F,0,45160,45267,0,0.5
F,0,45267,45373,0.5,0
F,0,48565,48671,0,0.5
F,0,48671,48777,0.5,0
F,0,51969,52075,0,0.5
F,0,52075,52182,0.5,0
F,0,55373,55480,0,0.5
F,0,55480,55586,0.5,0
F,0,58777,58884,0,0.5
F,0,58884,58990,0.5,0
F,0,62182,62288,0,0.5
F,0,62288,62394,0.5,0
F,0,65586,65692,0,0.5
F,0,65692,65799,0.5,0
F,0,68990,69097,0,0.8
F,0,69097,75905,0.8,0
Sprite,Foreground,Centre,"SB/credits.png",320,240
S,0,31650,,0.5
F,0,31650,33777,0,0.55
M,0,31650,36756,534,345,409,348
F,0,33777,34629,0.55,0.525
F,0,34629,36703,0.525,0
F,0,36703,36756,0
//Storyboard Sound Samples - It would be nice if you always used mp3 of the highest quality possible - EAC of the album are available all over the internet, I took one and converted the mp3 to highest rankable quality. There is not much distortion, but cutting the song on 15kHz instead of the other frequencies which you hear is not necessary. You might use this one. Offset is the same, there is a minimal difference, but that's less than 1ms, so you cannot really change it.
- You should remove Cold_Snap, because you already have both Cold and Snap in tags, so it won't help in searching at all, it's just duplicating stuff which is already there. On the other hand you should add 東方, Project, Touhou to tags as the whole album is just Touhou arrange - This one is original song, but still, it's related to it because rest of album is Touhou arange.
- It would be more sensible if preview time was on 00:55:480 - , it sounds quite randomly placed when it's not on important beat.
- 00:40:161 - Increasing volume to 30% on all difficulties would be nice here, because you might notice there is some kind of more strong sound than on the calm start of the spinner. End of spinner would be obviously 15% as start so the beat is not loud.
- 00:36:756 - Just a design related thing, but you might want to move the pause here on all diffs by dragging it on timing line so it would fit to the beat and would be consistent within all difficulties.
- 01:12:501 - Ending a spinner on this place on all difficulties would be more sensible, becasue the sound here is much more brighter than sound on 01:12:714 - . Also don't forget, you might adjust volume, I feel the spinner would deserve it.
Hard
- You should most likely use AR 7 and HP 5.5 to improve the spread a little.
- 00:48:246 (7,8,9,10) - I dislike one thing on all streams in your map. There is nothing like overmap, but they don't reflect the music correctly. You always map either piano or strong drums, but the piano is only on 00:48:246 (7,9) - while there actually is sound on 00:48:352 (8,10) - , but it is really soft kind of cymbal, that means you barely hear it in music. That doesn't require a removal, but the volume should be adjusted - You can use more complicated way, keeping first note the same, second 30%, 3rd 60%, fourth 30% and then normal part starts (the slider), so again 60%. Or simplier, you can just put 30% on 2nd note and 60% on next pattern (that would emphasize that whole this pattern is fading out). That means it would look like this screenshot. Problem here is you barely hear it in song and this sound in map is quite low in comparsion. If you agree, apply it on all streams, otherwise it would only cause inconsistency.
- 00:50:161 (4,5,6,7) - This idea is fine, but the way it is done isn't that cool. I think combination of nice and clear blanket with these overlaps doesn't look cool. It will always play better if it is easier to read by eyes it definitely looks and plays better with a bit larger spacing but on the other side better view which makes it easier to read as well as increasing its aesthetic.
- 00:52:501 (2) - Just my personal opinion, but I think the flow is a bit better when you use CTRL+G for this slider. Flow from 1 to 2 will be similar, but flow from 2 to 3 will fit the 3's shape more, thus the movement will be maybe more natural. It is also visible in-game that end of 2 is not on the end of 3, it's not that huge deal, but moving 3's end on 316;249, but yes, this is really a minority and can be ignored.
- 01:08:458 (7) - You are following the same sound as all previous patterns, but changed flow to 0.9 there. Doesn't consistency fit better there, especially when it looks so crowded on one point?
Normal
- Use OD 4 for the same reason as settings on hard.
- 00:46:543 (3,4) - Using this pattern on normal difficulty is not really cool. 75% of the slider is covered by another slider and it is visible quite later than newbie would notice in-game. Adjusting the angle would solve this problem easily. You might inspire by this screenshot, I adjusted the angle and 5's position a bit.
- Well... gap between Easy and Normal - Not really big, seems okay-ish, but the gap between Normal and Hard is really huge. You should add more circles. Try to increase objects count to 55 on Normal to make consistent difference between count of objects, that will obviously increase a difficulty to such a level, where it would fit exactly between these two difficulties. Also think about this - Hard is using streams, so you might use more notes, not only spamming sliders. Ideal places for replacement with circles might be for example 00:47:820 (5) -
00:52:075 (1) -
00:54:203 (4) - Or at least shortening it to fit to the beat.
00:58:033 (4) - Especially because it ends on downbeat, which might be quite breaking the rhythm a bit. Also, it touches the scoreboard (mainly with default skin), objects cannot be covered by UI.
01:02:288 (1) - - 01:05:267 (5) - This object touches the scoreboard way too much, move it somewhere farther from upper border.
Easy
- Settings are quite out of the spread. You should use someting like these vaules to fit the rest of the difficulties: OD, HP - 2.5, AR - 3, CS - Definitely 3.
- 00:44:416 (3,1,2,3) - I recommend you to move all this object a bit more down and then adjusting the position of 00:48:671 (1) - so it doesn't overlap with body of 00:46:118 (2) - , it's only a little overlap, but I still mention it to make it smooth.
- 00:52:075 (1) - Please, avoid a pattern where more than half of a slider is covered by another stuff. It doesn't play well, especially when it is supposed to be Easy.
- 01:05:692 (1) - Same as above, just adjust the angle so it looks like this or someting similar.
- You must also add more notes.
Conclusion: Rankable
Nice map, I think the form is cool, rhythms are okay and there are not critical problems. However, you should overally look at the ratio of objects between difficulties. I mean, Hard is using 45 circles, which is pretty balanced, then you check normal and you see similar count of sliders as hard (34 sliders on hard, 31 on normal), but only 7 circles at all while easy does have 5 circles and 21 sliders. That means all maps have almost static count of sliders, but there is huge difference between count of circles. Please, balance easy and normal so there might be approximately consistent difference of circles and sliders. I think Normal should have around 25 and easy about 10-15.
Call me back when you feel you balanced the spread, if you are not sure about anything, PM me in-game for help.