00:41:339 (5,1,2) - I don't feel like this plays well at all; at this speed; with 2's placement at least I feel like players will hold on the sliderhead of 1 causing sliderbreak-itis
Fair enough. I moved 2 closer to 1's slider-end.00:49:081 (1,2,3,4) - space 2 and 3 more? dont see why not
True. changed the pattern here.00:50:710 (3,1,2,3,4) - how does this flow make sense?
It does...? It plays well for me. The flow is inward and creating cross shapes. It's a flow i use a lot in my jumps.01:38:058 (1,2,3,4,5,6,7,8) - I feel like your putting all of your focus into the theme and ignoring flow. the sliders are ugly and all and that's fine but as a result the flow in this pattern is deficient. I use this pattern in the example below but it gets far worse at 02:26:362
This flow analysis is just wrong... Please consider the kicksliders as circles and analyse the movement based on that. you'll see the actual movement is a simple back/forth zigzag pattern. Sliders are calculated to be short enough to avoid ever slider-breaking and they are arranged so that the slider-ball is going in the same direction as the player's general movement direction too.
01:41:058 (1,2,3,4,1,2,3,4) - I don't feel like a 280bpm stream jump would be very adequate even for exageration, just make eack 3,4 a kickslider or something
Nah, i prefer the stream. I think it's quite fitting here after those kicksliders. 02:27:195 (1,2,3,4) - This flows so randomly and object placement is just haphazard
This flows perfectly fine. I think you just analyzed the flow incorrectly...02:29:099 (3) - with this specific sliderend being right next to the sliderhead I feel like this will call for a lot of sliderbreaks
That won't happen though... slider-ends being next to slider-heads won't cause breaks, if anything it would prevent breaks because only sliderhead/ticks/tails are factored in to sliderbreaks... (take HW's Notch Hell map for example).02:31:563 (2) and 02:32:206 (8) - make it flow down less, players are going to jump straight toward the next circle yet these sliders are directed otherwise, causing breaks n stuff
Same as above, your flow analysis isn't accurate to how the patter will actually be played.One other thing I feel needs work on this map with it's theme of ugliness is the difference between an ugly and awkward overlap. An overlap can play well but still not look pretty. This is for all the points listed below
00:32:117 (4,1,2) - 4 and 2, the flow here feels so confined and cramped imo
Flow's fine to me... its a counterclockwise inward flow.00:37:822 (3,2,7) - I don't see a reason not to place this where 00:38:463 (2) is besides ugliness; this is just very out of place from 00:38:463 (2,3,4,5,6) making it awkward
Already explained this on Shiirn's mod, It's done for a second sharped flow revolution before the jumps spiral out of control and structure.01:36:022 (5,1) - the way this slider dips curves downward after flowing upward
The flow is fine here. actually it plays quite well... Also factor in slider-leniency too.kickslider patterns at 01:38:058 through 01:39:451 - and 02:26:362 through 02:31:028 - see above mod for 01:38:058 (1,2,3,4,5,6,7,8) . In the case of overlaps, i feel this happens because of the random spacing between each sliderhead. (Some of the patterns you use a gradual spacing increase between each; those overlaps have reasoning in them and thats fine)
All slider-heads are visible, which is what's most important. I would say it's the only factor too because from the arrangement you can already see where all the sliders are pointing (their general direction anyways).This is just a clutter: 01:38:808 (8,2) -
Just stated some general stuff. I tried to respect your maps theme as much as I could; sorry if I infringed it. I just feel like this map is still in lack of some fundamentals because of its focus. Also, this is my first time modding a map with such an sr (i dont think im the only one here tho) so sorry if i messed up in that manner.