hey there, grats for qualification! and hi meowpaz
i have a small opinion regarding the harder diffs, compared with CS's Normal (imo its the only best diff in this set), 00:11:556 (11556|3) - until 00:31:015 (31015|3) - , 01:37:177 - to 01:52:745 - , and other part of this map in Hyper, Another, and Black Another is very bland.. i also found a quiet serious problem with difficulty curve problem in another & black another
the double-single-double-single-double-single-- (or triple-single-double-single-triple-single-double-single--) pattern only follows kick & snare (every 1/1 white line) and secondary synth (every 1/2 red line), they are everywhere, and they doesn't represent the main synthesizer that should've be emphasized instead, which in my opinion it doesn't fit to the main rhythm, and its visually.. too old fashioned, no hard feeling, but SanadaYukimura got the point in his disqus comment..
all the problem generally because the Kick bass layering..
BGA provides more than kick sound, there's a lot of other instruments..
even the pattern looks different, when you force to keep using kick bass, its only creates a bland pattern.
even the kick sound is loud enough, i see you map the same structure in everywhere. that's the problem.
in short, my suggestion below will points out to remove those kicks & adding couple notes for those synthesizers to improve the layering & variation..
here to solve it, by using CS's Normal as reference, i only gives you a rough idea per each stanza, about what i describe above.. and if you still don't understand just poke me again in game :
[Hyper, Another, & Black Another]
i use hyper diff for time stamp & screenshot, you can use it for other diff, and map it with different note destiny in Another & Black Another while maintaining the layering idea
00:11:556 - // remove 00:12:205 (12205|0,12205|2) - 00:13:502 (13502|3,13502|2) - , http://puu.sh/qQzMy.jpg
00:14:150 - // 00:14:475 (14475|1,14475|2,14799|3,14799|2,15448|0,15448|3,16583|2) - remove, then http://puu.sh/qQzXZ.jpg
and the idea above can be applied from 00:11:556 - to 00:31:015 - , you can add small amount of 1/2 LN every 8 bars where there's a synthesizer, too
00:53:718 (53718|1,53718|3) - 00:54:691 (54691|2,54691|3) - 00:55:015 (55015|1,55015|3) - 00:55:177 (55177|0) - 00:56:313 (56313|0,56313|1) - you can remove these notes to avoid too much polyrhythm layering
you can apply the idea above from this 00:53:069 - to 01:03:448 -, you can keep 01:03:448 - to 01:13:502 - with those polyrhythm for variation
01:27:610 (87610|2,87772|1) - remove o.o
01:37:177 - to 01:52:745 - here comes another bland part.. listen closely while seeing the highlighted note, you may emphasize these synthesizer at :
same idea like i told you before, these notes can use double or 1/2 LN, and remove 1 notes on every double kick between those notes, example at 01:37:177 - http://puu.sh/qQBJo.jpg
[Another & Black Another]
00:29:718 (29718|3) - Black Another using easier pattern compared with Another
Another uses jumpstream and black another is apparently.. easier.. what..
00:37:177 (37177|0) - 00:37:502 (37502|2) - remove this in another
01:15:123 (75123|3) - black another can use 3434 1212 3434 1212 jack, make black another different than another
01:27:610 (87610|1,87772|1,87772|0) - remove in another, this doesn't exist in Black another
01:31:988 (91988|0) - sy lmao.. wait.. why don't you map it as jumpstream instead? i mean, with layering those main synth until 01:34:583 (94583|2) - you'll have various pattern than 12 34 12 34, the rest you can use double stream.. example from 01:31:988 - to 01:33:286 - http://puu.sh/qQCIp.jpg
that's all i can say, i can see a huge room that you leave it empty for this mapset & this map needs further polishing, mostly on how mapper could expand the idea how to represent the music into their map, because each stanza / phase could have various pattern that follows the various rhythm provided by the music itself.. overall its okay, but not okay enough to be nominated..
and i personally dislike the way you use many same hitsounds in the folder, all soft hitnormal & hitfinish are same, soft hitwhistle 1-2 too.. if you want to utilize soft-hitwhistle 3, and soft hitclap 1 2 3, use a custom name instead and use sample import (take a look at other mapset hitsound).. its easier that way & doesn't take much hitsound files in folder (this is not osu!standard lol)
1 more thing, i don't talk about mapping style because its not relevant in this context; i don't force you to change your mapping style, but i would like to see you help yourself to expand your mapping style than double-single-double-single boring pattern :3/
good luck!
i have a small opinion regarding the harder diffs, compared with CS's Normal (imo its the only best diff in this set), 00:11:556 (11556|3) - until 00:31:015 (31015|3) - , 01:37:177 - to 01:52:745 - , and other part of this map in Hyper, Another, and Black Another is very bland.. i also found a quiet serious problem with difficulty curve problem in another & black another
the double-single-double-single-double-single-- (or triple-single-double-single-triple-single-double-single--) pattern only follows kick & snare (every 1/1 white line) and secondary synth (every 1/2 red line), they are everywhere, and they doesn't represent the main synthesizer that should've be emphasized instead, which in my opinion it doesn't fit to the main rhythm, and its visually.. too old fashioned, no hard feeling, but SanadaYukimura got the point in his disqus comment..
all the problem generally because the Kick bass layering..
BGA provides more than kick sound, there's a lot of other instruments..
even the pattern looks different, when you force to keep using kick bass, its only creates a bland pattern.
even the kick sound is loud enough, i see you map the same structure in everywhere. that's the problem.
in short, my suggestion below will points out to remove those kicks & adding couple notes for those synthesizers to improve the layering & variation..
here to solve it, by using CS's Normal as reference, i only gives you a rough idea per each stanza, about what i describe above.. and if you still don't understand just poke me again in game :
[Hyper, Another, & Black Another]
i use hyper diff for time stamp & screenshot, you can use it for other diff, and map it with different note destiny in Another & Black Another while maintaining the layering idea
00:11:556 - // remove 00:12:205 (12205|0,12205|2) - 00:13:502 (13502|3,13502|2) - , http://puu.sh/qQzMy.jpg
00:14:150 - // 00:14:475 (14475|1,14475|2,14799|3,14799|2,15448|0,15448|3,16583|2) - remove, then http://puu.sh/qQzXZ.jpg
and the idea above can be applied from 00:11:556 - to 00:31:015 - , you can add small amount of 1/2 LN every 8 bars where there's a synthesizer, too
00:53:718 (53718|1,53718|3) - 00:54:691 (54691|2,54691|3) - 00:55:015 (55015|1,55015|3) - 00:55:177 (55177|0) - 00:56:313 (56313|0,56313|1) - you can remove these notes to avoid too much polyrhythm layering
you can apply the idea above from this 00:53:069 - to 01:03:448 -, you can keep 01:03:448 - to 01:13:502 - with those polyrhythm for variation
01:27:610 (87610|2,87772|1) - remove o.o
01:37:177 - to 01:52:745 - here comes another bland part.. listen closely while seeing the highlighted note, you may emphasize these synthesizer at :
big click
01:37:177 (97177|2,97340|0,97502|1,97988|1,98150|2,98475|0,98799|3,98961|2,99286|3,99448|1,99772|3,99934|1,100096|2,100259|3,100583|1,100745|2,100907|0,101069|1,101232|2,101313|1,101394|0,101556|2,102367|3,102529|2,102691|1,103177|1,103340|2,103664|3,103988|1,104150|2,104475|2,104637|1,104961|2,105123|3,105286|1,105448|2,105610|1,105772|3,105934|2,106096|1,106259|3,106502|1,106745|1) -
same idea like i told you before, these notes can use double or 1/2 LN, and remove 1 notes on every double kick between those notes, example at 01:37:177 - http://puu.sh/qQBJo.jpg
[Another & Black Another]
00:29:718 (29718|3) - Black Another using easier pattern compared with Another
Another uses jumpstream and black another is apparently.. easier.. what..
00:37:177 (37177|0) - 00:37:502 (37502|2) - remove this in another
01:15:123 (75123|3) - black another can use 3434 1212 3434 1212 jack, make black another different than another
01:27:610 (87610|1,87772|1,87772|0) - remove in another, this doesn't exist in Black another
01:31:988 (91988|0) - sy lmao.. wait.. why don't you map it as jumpstream instead? i mean, with layering those main synth until 01:34:583 (94583|2) - you'll have various pattern than 12 34 12 34, the rest you can use double stream.. example from 01:31:988 - to 01:33:286 - http://puu.sh/qQCIp.jpg
that's all i can say, i can see a huge room that you leave it empty for this mapset & this map needs further polishing, mostly on how mapper could expand the idea how to represent the music into their map, because each stanza / phase could have various pattern that follows the various rhythm provided by the music itself.. overall its okay, but not okay enough to be nominated..
and i personally dislike the way you use many same hitsounds in the folder, all soft hitnormal & hitfinish are same, soft hitwhistle 1-2 too.. if you want to utilize soft-hitwhistle 3, and soft hitclap 1 2 3, use a custom name instead and use sample import (take a look at other mapset hitsound).. its easier that way & doesn't take much hitsound files in folder (this is not osu!standard lol)
1 more thing, i don't talk about mapping style because its not relevant in this context; i don't force you to change your mapping style, but i would like to see you help yourself to expand your mapping style than double-single-double-single boring pattern :3/
good luck!