First of all, there is a clear indication of the circle size used and all you have to do is to look at the upper-left corner of the song-select menu, there is no actual need to keep the difficulty name the way it is now. Secondly, the word miniature along with the comments in the description make the whole structure of the set excessively wordy, if something needs to be explained this way, chances, are, we don't need it on the first place. Besides, frankly speaking, people rarely read the description and often use osu!direct, which gives no opportunity to read the description at all.
Hope this explains my concerns better.
Alrighty, let's just take a few minutes to stop and think aboit this more. Here're a few changes that I believe to be quite important that I want you to consider before it goes ranked.
[General]
In comparsion with the another Another, Deppy's one,You're setting conetext here, those, who see the set for the first time have no context. They don't know how large/tiny/difficult the other difficulties are. If you are going for comparison here, you'd probably have to convince Deppy to use something like "Massive" or "Large" to go with their difficulty name.
Hope this explains my concerns better.
Alrighty, let's just take a few minutes to stop and think aboit this more. Here're a few changes that I believe to be quite important that I want you to consider before it goes ranked.
[General]
- Timing points contradicting each other: 00:00:193 at this point in just about every difficulty exculidng E/N ones and TheMefisto's Extra.
- Quality of the background image seems to be pretty low. Besides, it does not quite match with the mood of the song. You could have found something of better quality, I believe.
- 00:28:707 (1) - minor - keeping this ojne straight would give a softer transition between objects. example
I have a certain concern about Slider Velocity multiplier being set to x1.3 as this feels a bit too intense fo the easiest difficulty. Provided that there is a good deal of difficulties where using SV changes would be much more appropriate I would recommend to done down the velocity to x1.2 or even stick to regular x1.0 throughout the whole difficulty.
- 00:14:450 (1,2) - I would like to recieve an explanation on why the flow here goes in such a way. It could have been something more simplistic and players friendly, something more circluar, I'd say. example. Yet, you stick to this very unusual style 00:29:895 (2,3) - even later on. The question I ask you is why the flow goes rather tricky in the intro while the rest of the difficulty is fairly simplistic.
- 00:54:846 (1,2) - I would highly insist on (1) being a repeat slider. As to emphasise the drums starting with (3) and reduce the difficulty level. After all, hitting 5 notes after a 3/2 gap can get challenging.
Note: 01:11:480 (1,2) - same here.
- 00:37:915 (3) - feels a bit untidy as the circle touches the default skin's HP-Bar. Probably should be placed lower.
- 00:48:905 (4,5) - try swapping these two on the timeline by selcting them and hitting Ctrl+G, this should match the vocals and drum lines better.
Overall, I would suggest using higher DS, sometihng of x1,2 or even x1.3 as to make 1/2 and 1/1 spacing contrast even more and increasse readability of the difficulty. To my very subjective taste it felt clustered.
To my subjective taste overlaps like 00:21:282 (6,2) - while not being exactly noticeable leave a rather unpleasant impression of lustered patterning. Why not spread things apart? example. Another example of the same overlappy thing would be 00:33:163 (6,1) - this pattern.
Something similar would apply to 00:28:707 (1,2) - where the curve gets somewhat covered and feels a bit too difficult to read for a Normal+ difficulty.
- 00:51:282 (3,4,5) - the strong beats which are hitsounded with finishes and are supported by other instruments for some reason I fail to understand left unclickable. What makes this even weirder is the very similar rhythm mapped in a completely different 01:00:787 (4,5,6) - way a few seconds later. I guess this happened due to the lack of communication between collab mappers. Try to stick to some rhythm and follow it in both parts, so that this difficulty feels more consistent?
Overall structure feels a bit unpolished, but this is probably just me beingpicky. The main concerns I have are stated above.
- 00:25:143 (1) - I'd say a Ctrl+G on this slider would give a better flow. Let me explain: (1) and (2) are very similar, hence similar flow moves should work, and (2) has a clap sound, hence it could use a jump. So, here's the suggested pattern example
- 00:56:034 (1,2,3,4) - 01:12:668 (1,2,3,4) - could you, please, clarify your logic behind the rhythm picked for these two parts? They sound almost identical, yet one uses 1/4 sliders, the other one goes with 1/2 ones.
- 01:18:608 (1,2) - could also use larger spacing as to accentuate the drums appearing on (2) and introduce the 1/1 jumps better
- 00:08:806 (3,4) - there is no clear indicaton of the flow direction change and players would naturally proceed and hit (5) instead of (4). A new combo would be a clear and very readable sign to warn about the pattern change.
- 01:09:994 (3) - just a matter of preference, but I would much rather have it stacked wiith (1) as to give some extra action to emphasise the clap sound (3) has.
- 00:25:886 (5,6) - the clap sound here is stressed with a jump, yet, identical sounds at 00:24:846 (4) - 00:22:321 (3,4) - are ignored. Probably you could fix this inconsistency by adding some extra spacing to the circles. As the jumpy patterns on this clap thing continue throughout the map.
- 01:08:707 (1,1) - the new combos here feel excessive. A single NC combined with the low DS would make the 1/3 snap readable. Adding more NCs feels excessive.
- 01:14:747 - feels pretty unnatural to have the clap here covered with an unclickable beat. Especially after taking into consideration the density of the objects and spacing you use in this part.
- 00:45:638 (1,1,1) - excissive usage of new cmbos that brings extra HP and sort of breaks the intended gameplay experience. Just a single new combo on 00:45:341 (1) - and probably the final one 00:46:232 (1) - here would be enough.
Note: 01:12:965 (1,1,1) - 01:18:757 (1,1,1) - same applies here, I believe - 01:08:509 (3) - yet, here, for example, a new combo would do great as to warn about the 1/3 snaps being used. Keep in mind that there are no other visible indications of it.
- 01:16:084 (3,1) - feels like this part lacks a jump as to accentuate the drums.
Wow, you never fail to impres me. I really enjoyed this difficulty.