00:42:772 (3,4,5) - This honestly look weird that it isn't straight with 00:42:585 (2) - or not diagonal enough.
Okay, I let this note 00:42:585 (2) - stack at 00:41:460 (2) - sliderend, seems better to me I think00:52:335 (6,7,8,9,1) - Can make a better curve no? Because it look kinda weirdly curved in-game, and look the difference when you add a nice curved slider on them :
http://puu.sh/oEPCA/2198385304.jpg Sure, fixed a bit.01:10:710 (1,2,1,2) - I know you probably want this to be symetrie, but the spacing are a bit forcing to play, like these 2 could fit due to the vocal going up, but here 01:11:460 (1,2) - there is a downside and should have less spacing then this one 01:11:835 (2,1) - due to the crash of the song.
Seems really so far, then I reduce a bit distance for 01:10:710 (1,2,1,2) - these.01:19:710 (1,2) - Remove the hitsound on the end of these 2 slider, your making it sound like there is some kind of 7 notes drum from the song, while there is not. The 1/2 drum should only be here 01:20:460 (3,4,5) -.
I know, but I follow game machine to add here, mind keep it?Also you could have make something really cool here 01:19:710 (1,2,3,4,5) - because right now it feel unfitting and really forced to play those jump.
Okay, reduce a bit distance hereThis part 01:20:647 (4,5) - is probably the part that should be the most important in it, while is the same spacing for these 3 01:20:460 (3,4,5) - , is ok, but could have been better.
Keep, feel fine to meWhat's not ok is this 01:20:647 (4,5) - being way lower space then this 01:19:710 (1,2) - , this part REALLY feel too forced to play those jump.
Change a bit patter place (reduce distance) for 01:19:710 (1,2) - this That's how it look : 01:18:210 (1,2) - relax~
This although it is relax but it really can do jump, keep this ....01:18:960 (2,1) - relax~
Fine, too ...01:19:710 (1,2) - SUPER JUMP
Reduce a bit distance , 01:20:460 (3,4,5) - normal then 01:21:210 - + ahhhh hard
Okay, recuce a bit distance and I add a NC to distinguish this jumpWhat I'm trying to say is 01:18:210 - starting here, it should go calm -> hard because of this 01:20:835 - , not calm -> random super hard -> normal.
I know these, but I try to reduce a bit distance here, believe it is not hard to play for players01:37:579 (6) - Ok this is kinda misleading xD. All of these have drum hitsound 01:36:267 (1,2,3,4,5) - , even the end of a slider. I'm not sure if you actually hear the loud bass in the song here 01:37:579 (6) - , since you put it 0.11x spacing with 01:37:392 (5) - , but your normalhitsound sound soooo low on a note that player have to tap, is so low that people might think there is a break between 01:37:392 (5,1) - .
Okay, then I just change a bit place (01:36:642 (2,3,5,6) - this), hope more satisfy for youConclusion : really suggest you add a hitsound, a clap or a whistle since the hitnormal is too low, and player might feel a bit confuse after hitting the note, feel like they hit an empty note. The drum sound for this 01:37:579 - is the same as this 01:37:392 - so a whistle if you want to match the drum, or a clap if you want to match the synth.
01:40:579 (7) - ^ Same reason, but this doesn't feel weird to play since the crash sound from the song is really loud and audible, but still suggest you to put a hitsound for it.
Also will ask further check from you, because really now nothing need to add to me01:58:021 (1,2) - It feel like your kind of modifying the song, this part should really be more calm, and that whistle hitsound make it sound like there is an actual drum in the song while there only a really low hithat from the song. If you ask me start here 01:58:021 - of the song should be way more calm to prepare for this part 01:58:771 - , and you made a calm part more hard then a normal drum part of the song 01:57:646 (5,6) - .
Agree, reduce a bit distance for this calm part, but hitsound keep01:59:146 (3,4,5,6,1) - This look weirdly curved in-game, could force yourself to make it better baka onii-chan =w=.
XD..hha okay, fix a bit curve here.02:04:395 (2,3,4,5) - This diagonal really look weird in-game, if you were trying to not make it perfect straight, it still kinda look weird xD
Change a bit here xD02:11:895 (1,2) - Why is this lower spacing then this 02:12:082 (2,3) - , usually this part should be way more relax, and this 02:12:082 (2,3) - should have more spacing if you follow the song, but is probably better to keep it consistent and make it all same spacing like you did here 00:53:085 (1,2,3) - , except if you are willing to make some few change.
I select let 1 to 2 more close and make 2 to 3 far a bit, seems better?02:41:331 (7) - Probably really suggest to not put it that high up on the grid, since some player might have a bigger HP bar then the default one and this hitting this note might be hitting the HP bar.
Okay, I move down a bit 02:40:018 (1,2,3) - Make these the same spacing as 02:43:018 (1,2,3) - to keep it consistent and mostly because of the change between 02:43:018 (1,2) - and 02:43:206 (2,3) - , which make it really cool matching the song
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Okay, keep consistent distance for this part02:48:830 (6,1) - Should be higher spacing then this 02:48:643 (5,6) - , due to the low hithat (from the song) + hitnormal hitsound at 02:48:830 - and here 02:49:018 - there is a nice cymbal sound. Since all your other hitsound are loud compare to hitnormal, making this 02:48:830 (6) - jump, some player might feel like hitting some kind of ghost notes which play kinda bad if you ask me :S.
Okay, I agree make a jump for 02:48:830 (6,1) - here, fixed02:51:268 (5) - Nice bass sound here, while your note sound way too low with that soft-hitwhistle, and mostly because the instrument isn't consistent 02:51:080 (4,5) - , there is a sound here 02:51:174 - , it make even more weird to play this note 02:51:268 (5) - that don't have any hitsound on.
Feel this hitsound volume not so low to me, keep it to this part.03:00:829 (6) - and 03:03:829 (5) - and 03:08:516 (1) - and 03:08:516 (1) - ^ same reason for the hitsound. I probably understand that some part you put hitnormal due to no the main sound of the song, but you are making quite a big jump for a no main sound.
Same, hitsound keep, and jump pattern I reduce a bit distance for here