meh.
[diff]
I know everyone keep questioning you about the AR, and im going to do this again: use 9.6 plz.
9.5 might be a good idea too, but it's too slow for streams and stacked jumps.
9.7 is better than 9.5, but that makes your slow part (before 01:33:877 - ) become much more sudden than it should be
maybe 9.6 is not the best choice but I'll use this for those two reasons.
00:01:872 (1,2,3) - 00:12:196 (6,7,1) - 00:17:357 (7,8,1) - though it's not a "problem" but it did make me feel confused. is all of the stacked 3 notes necessary? though they are all in the slow part, I think it's good to make some difference instead of all stacked, not just doing the same repetitive thing. of course the stacks are good, but why not decrease their density and drop some more jumps?
example: 00:25:098 (10,11,1) - this is more intense than 00:22:518 (7,8,1) - 00:27:679 (7,8,1) - so a jump can be placed here.
02:17:513 (1) - to me, make some different bright combo color for 1/3 is good to clarify them.
04:52:914 (3,4,5,6,1) - the flow doesn't play well tbh, a square jump between two spikes. I can provide a suggestion on this, it has back-n-forth, which is the basic feature in this map, and a clearer path for players to follow. of course you'll probably need to change its context.
05:11:640 (2) - I have no idea why this note should be snapped on 1/12. the note sounds great on 05:11:646 - , which is a white tick but following the previous timing point, and 1/12 is not needed. to me, you should better move the certain timing line from 05:11:618 - to 05:12:708 - and resnap those notes.
05:11:686 (1) - personally i don't think it's a good idea to end this spinner on blue tick, which makes people confused on starting the following stream. ending it on a red tick is better imo.
05:16:527 (2,3) - no disrespect, but these sliders are against my own taste because of the overlap lmao
05:17:754 (6) - maybe move it down (or probably right) to balance the angle between 05:17:481 (4,5,6) - and 05:17:618 (5,6,7) -
[diff]
I know everyone keep questioning you about the AR, and im going to do this again: use 9.6 plz.
9.5 might be a good idea too, but it's too slow for streams and stacked jumps.
9.7 is better than 9.5, but that makes your slow part (before 01:33:877 - ) become much more sudden than it should be
maybe 9.6 is not the best choice but I'll use this for those two reasons.
00:01:872 (1,2,3) - 00:12:196 (6,7,1) - 00:17:357 (7,8,1) - though it's not a "problem" but it did make me feel confused. is all of the stacked 3 notes necessary? though they are all in the slow part, I think it's good to make some difference instead of all stacked, not just doing the same repetitive thing. of course the stacks are good, but why not decrease their density and drop some more jumps?
example: 00:25:098 (10,11,1) - this is more intense than 00:22:518 (7,8,1) - 00:27:679 (7,8,1) - so a jump can be placed here.
02:17:513 (1) - to me, make some different bright combo color for 1/3 is good to clarify them.
04:52:914 (3,4,5,6,1) - the flow doesn't play well tbh, a square jump between two spikes. I can provide a suggestion on this, it has back-n-forth, which is the basic feature in this map, and a clearer path for players to follow. of course you'll probably need to change its context.
05:11:640 (2) - I have no idea why this note should be snapped on 1/12. the note sounds great on 05:11:646 - , which is a white tick but following the previous timing point, and 1/12 is not needed. to me, you should better move the certain timing line from 05:11:618 - to 05:12:708 - and resnap those notes.
05:11:686 (1) - personally i don't think it's a good idea to end this spinner on blue tick, which makes people confused on starting the following stream. ending it on a red tick is better imo.
05:16:527 (2,3) - no disrespect, but these sliders are against my own taste because of the overlap lmao
05:17:754 (6) - maybe move it down (or probably right) to balance the angle between 05:17:481 (4,5,6) - and 05:17:618 (5,6,7) -