Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.
From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.
Lets look at something less ideal:
Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.
Lets look at something less ideal:
Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!
As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.
Something like this would work! Now it's obvious that there is more time in between 3 and 4.
As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.
Something like this would work! Now it's obvious that there is more time in between 3 and 4.
Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!
- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.
+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.
Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.
- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.
+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.
Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.
Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).
Essentially, you want every downbeat to be the beginning of a New Combo, as such:
Another reason to NC may be because you are using a different slider-velocity. NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).
Essentially, you want every downbeat to be the beginning of a New Combo, as such:
Another reason to NC may be because you are using a different slider-velocity. NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.
[My Hero]
00:01:797 (2,1) - This jump makes 00:02:334 (2,3) - seem really weak. Also 00:02:512 (3) - finish on head is cool.
00:11:084 (3,1) - 1/2 slider instead? 1 is barely noticeable xd
00:14:476 (5) - Slider-end Rhythm Issue.
00:15:191 (3,4) - Less Emphasis Issue.
00:58:405 (5,6) - ^
01:07:512 (4,1) - Visually doesn't flow well because of how 1 is shaped. Rotate like -45 degrees or something and reblanket.
01:15:548 (1,2) - Less Emphasis Issue.
01:21:960 (1,2,3,4) - Flow Issue.
[Insane]
00:02:512 (3) - Finish on head yea
00:06:619 (2,3,4) - Flow Issue.
01:10:905 (2) - Slider-end Rhythm
01:15:905 (4,1) - More Emphasis
[Anxient's Hard]
00:01:619 (3,1) - Weird that you emphasize the downbeat but not places like 00:02:334 (2,3) - especially 3, since you even have a finish on it which kinda suggests its a point of emphasis. Applies elsewhere like 00:03:762 (2,3) -
00:05:369 (3,4) - Less Emphasis and Slider-end Rhythm Issues.
00:13:762 (1,2) - Ctrl+G rhythm is better imo. 00:14:119 - Making this clickable is better than the red tick after it.
00:18:762 (4,1) - + Emphasis.
00:58:405 (3,1) - + Emphasis.
00:59:476 (2,3) - - Emphasis, Why jump here man xP
01:10:905 (3,4) - Slider-end Rhythm Issue.
[Advanced]
00:07:691 (1,2,3) -
00:20:191 (2,3) - Sliderend rhythm xd
01:21:960 (1) - Add a repeat. shift 2 and 3 down 1/2 a beat. More interesting rhythm than your 1/2 spam tbh xD
01:34:282 - obvious beat here. why not make 2 a slider instead.
[Normal]
00:06:619 (3,4,1,2,3,4,1,2,3) - Generally. Try and stay away from using too many 1/2 sliders. Instead go for simpler rhythms.
00:10:191 (1) - Slider-end Rhythm Issue.
00:10:191 (1,2,3) - Could be
Try experimenting with more extended-slider rhythms like the above, where you use a 1/1 slider, followed by a 1/2 break, and the red tick begins another slider. useful for places like : 00:56:976 (4,1,2) - 00:57:691 - Begins a 1/1 slider, another 1/1 slider on 00:58:226 - . etc...
Damn i spent 20 minutes on this rip.