not doing any timing checks cuz fuuuuuuuuuuuck that
00:50:245 (1,2,3,4,5,6,7,8) - doing this kind of thing plays really weird because you have two circles representing entirely different instruments and while this can be done well it's not right at all here. Basically, you completely ignore the obvious rhythm's clicks and instead try to represent it with spacing and that fucks things up really hard.
you should really, really try this rhythm:
generally speaking you do this for the entire map, you tend to completely ignore the obvious high-pitched note rhythm in favor of what I call "shitty melding" - you're merging all of the instruments into a single click line, and in doing so, lose emphasis on all of them. You should focus on the high-pitched tone - or in any case, the most important instrument - with secondary focus on the other instruments - this means having slider endings or starts to represent alternative instruments. Note how in my "replacement rhythm", the sliders both start on high-pitched tones, but end on the weaker piano hits. The first piano hit on the first red tick is skipped due to the power of the first tone, but because it's barely audible I don't care.
generally speaking to fix this requires a complete mental change in direction: You should stop trying to meld the piano, tones, crashes, and fanfares into one single rhythm. Instead, focus on the loudest and most obvious one and use the others to fill in the rhythm for when your major melody is lacking.
Shitty melding works well when all of the instruments are equally important - namely, most generic anime songs and a lot of electronic music use fairly equally-powered instruments so the different melodies are already fairly even to begin with. But for calmer sections of songs, where melodies are weaker, and one melody is placed at the forefront, you need to follow that melody or you'll have the player straining their ears (and their attention, meaning they totally lose immersion, which is vital for slow sections and artistic songs like this to keep people from getting BORED) for the melody you're trying to follow.
That said, let's continue.
00:55:609 (5,6,1) - this is good, but when it leads into 00:55:762 (1,2,3,4,5) - , you have a comparatively massively dense section of clicks on barely-audible noises that were either ignored before, or don't really kick in for another few measures. You transition from calm to dense way too quickly.
00:56:682 (1,2,3,4,5,6) - If you use a slightly less dense rhythm, this becomes a natural progression and a solid lead-in to the streamy section directly after it. Basically, you started your buildup a measure too early, and too suddenly.
01:14:691 (1,2) - go ahead and swap ncs
01:25:346 (2,3,4,5,6,7,8,9,10,11,12,1) - these are so boring as stacks, do something interesting
01:26:494 - This is a good example of where shitty melding kicks in. You follow a mostly background beat VERY strictly, and the forefront melody is largely lost, but you've hitsounded the forefront melody, so the player is forced into this disconnect where they're listening for the weaker melody while receiving audio feedback from the main one. If you want to map the weaker melody, utilize hitsounds to make that melody stronger for the purposes of this map.
01:34:035 (5,6,1) - moves such as this add to the confusion, as they "dip" into the main melody sometimes and cause even more focus to be required. Basically, you're making the player focus on the map, not the music, and that's.... bad
01:42:723 (2,3) - holy shit blankets
as the music gets busier, and more melodies kick in, melding grows in effectiveness, because players already automatically meld together complex rhythms in their head.
02:12:067 (5,6,7,8,1) - still should follow the melody and remove 8. Make 7 a 1/4 slider or something if you really want to keep the click on 1.
02:13:296 (3,4) - if you properly want to represent the scratching noise, this needs to be a triple
02:14:638 (4,5) - unusually far away for your sliderendingtriple pattern consistency.
02:16:026 (7,8) - ? maybe its just a new consistent
02:33:960 (3) - why the hell is there a click on nothing and a kick and slider end on something, come on battle you're not dumb, end 02:32:807 (2) - on the white tick if you need to represent a sound ending. Keep an eye on the entire section in which you did this.
02:40:655 (1,2,3) - e_e whatever
ok i don't want to bombard you with this so uhhh have fun call me back later if you want a better mod i guess
overall the map looks pretty fine but in a lot of the map, especially the slower, methodical parts, your mapping style seems to be clashing with the musical style the track has, so you need some re-thinking on your part to really get a feel for what the music is trying to do. Just because it's a BMS track doesn't mean that the intent is to challenge the player.
your map doesn't need to be challenging either.
00:50:245 (1,2,3,4,5,6,7,8) - doing this kind of thing plays really weird because you have two circles representing entirely different instruments and while this can be done well it's not right at all here. Basically, you completely ignore the obvious rhythm's clicks and instead try to represent it with spacing and that fucks things up really hard.
you should really, really try this rhythm:
generally speaking you do this for the entire map, you tend to completely ignore the obvious high-pitched note rhythm in favor of what I call "shitty melding" - you're merging all of the instruments into a single click line, and in doing so, lose emphasis on all of them. You should focus on the high-pitched tone - or in any case, the most important instrument - with secondary focus on the other instruments - this means having slider endings or starts to represent alternative instruments. Note how in my "replacement rhythm", the sliders both start on high-pitched tones, but end on the weaker piano hits. The first piano hit on the first red tick is skipped due to the power of the first tone, but because it's barely audible I don't care.
generally speaking to fix this requires a complete mental change in direction: You should stop trying to meld the piano, tones, crashes, and fanfares into one single rhythm. Instead, focus on the loudest and most obvious one and use the others to fill in the rhythm for when your major melody is lacking.
Shitty melding works well when all of the instruments are equally important - namely, most generic anime songs and a lot of electronic music use fairly equally-powered instruments so the different melodies are already fairly even to begin with. But for calmer sections of songs, where melodies are weaker, and one melody is placed at the forefront, you need to follow that melody or you'll have the player straining their ears (and their attention, meaning they totally lose immersion, which is vital for slow sections and artistic songs like this to keep people from getting BORED) for the melody you're trying to follow.
That said, let's continue.
00:55:609 (5,6,1) - this is good, but when it leads into 00:55:762 (1,2,3,4,5) - , you have a comparatively massively dense section of clicks on barely-audible noises that were either ignored before, or don't really kick in for another few measures. You transition from calm to dense way too quickly.
00:56:682 (1,2,3,4,5,6) - If you use a slightly less dense rhythm, this becomes a natural progression and a solid lead-in to the streamy section directly after it. Basically, you started your buildup a measure too early, and too suddenly.
01:14:691 (1,2) - go ahead and swap ncs
01:25:346 (2,3,4,5,6,7,8,9,10,11,12,1) - these are so boring as stacks, do something interesting
01:26:494 - This is a good example of where shitty melding kicks in. You follow a mostly background beat VERY strictly, and the forefront melody is largely lost, but you've hitsounded the forefront melody, so the player is forced into this disconnect where they're listening for the weaker melody while receiving audio feedback from the main one. If you want to map the weaker melody, utilize hitsounds to make that melody stronger for the purposes of this map.
01:34:035 (5,6,1) - moves such as this add to the confusion, as they "dip" into the main melody sometimes and cause even more focus to be required. Basically, you're making the player focus on the map, not the music, and that's.... bad
01:42:723 (2,3) - holy shit blankets
as the music gets busier, and more melodies kick in, melding grows in effectiveness, because players already automatically meld together complex rhythms in their head.
02:12:067 (5,6,7,8,1) - still should follow the melody and remove 8. Make 7 a 1/4 slider or something if you really want to keep the click on 1.
02:13:296 (3,4) - if you properly want to represent the scratching noise, this needs to be a triple
02:14:638 (4,5) - unusually far away for your sliderendingtriple pattern consistency.
02:16:026 (7,8) - ? maybe its just a new consistent
02:33:960 (3) - why the hell is there a click on nothing and a kick and slider end on something, come on battle you're not dumb, end 02:32:807 (2) - on the white tick if you need to represent a sound ending. Keep an eye on the entire section in which you did this.
02:40:655 (1,2,3) - e_e whatever
ok i don't want to bombard you with this so uhhh have fun call me back later if you want a better mod i guess
overall the map looks pretty fine but in a lot of the map, especially the slower, methodical parts, your mapping style seems to be clashing with the musical style the track has, so you need some re-thinking on your part to really get a feel for what the music is trying to do. Just because it's a BMS track doesn't mean that the intent is to challenge the player.
your map doesn't need to be challenging either.