Hey
First of all I would like to point out something to the previous modder.
For the best background quality I suggest you to find one with higher resolution.
00:00:034 - There is a Timing point and an Inherited timing point at this spot and the green line is pretty much useless. Please remove that.
[Cup]
00:05:633 (4) - I wonder if this circle is really that necessary. It actually gives a weird feedback due because it follows the vocal instead of the music, which you decided to follow on the whole map. And the other reason I find this unnecessary is 00:01:633 (2,3) - where you decided to ignore the vocal and instead only mapped the music, which sounds better imo.
00:11:233 (3,4,1,2) - This part looks a little bit weird because of the same distance for 1/1 and 3/2. This is a hard situation due to these distances on the timeline. I tried out a few possible solution to change this and this felt the best http://kurokami.s-ul.eu/SnwaSZjP.png but if you have a better idea to fix this, go ahead.
00:24:831 (1,1) - The distance here could be much higher in my opinion due to the finisher and the start of the new part. 1.5xish could look much better.
00:52:429 (3,1) - I found this point after I explained my reasons below, same applies to this as well.
01:08:428 (3,4) - I'm not a big fan of these fast paced left-right movements on the easiest level. New players barely have any control over the catcher and they can easily end up missing something even at much easier patterns. Try to change this so standing below this is enough to catch everything.
[Salad]
00:25:231 (2,1) - This antiflow jump could be really hard for new players. I would try to make 2 a bit less horizontal at least to require less movement to right.
00:44:430 (3,1) - I have the same problem with this as before, try to make 3 a bit more vertical.
00:57:629 (1,2,3) - This left-right jump pattern is something I am really unsure of. It would better to degrease the distance between 1-2 to make it catchable without the dash button. And the sounds followed are not different than 00:54:429 (1,2,3) - yet at there only one jump used.
01:08:828 (1,2) - I would shorten the distance between these two to make it easier to handle without the dash button for newer players.
[Platter]
00:51:429 (2) - I would move this back to right a little to make it easier to handle after the Hyper and at the same time make it easier to reach the next one without dashing.
I only have one major problem with this map and that is mainly during the kiai and it is with one particular placement which repeats itself. 00:52:029 (4,5) - , 00:53:629 (4,5) - , 00:58:428 (4,5) - , etc. These distances require a good Hyper handling to actually stop after reaching the fruit (4) then move onto the next one (5) but if this is your first time, or around that, encountering these type of dashes then you probably have zero control over them and will overdash which requires you to immediately dash back to catch the next fruit (5). Your mainly used distance (1.0yish) in this case is a little bit too much so I suggest you to make them around 0.8x to give chance to players to catch it even when they missed the optimal spot to stop with the Hyperdash.
[Light Rain]
01:10:627 (2) - I would move this a bit back to left to make it easier to approach and catch it.
What is this difficulty name? You basically mapped half of the song just to be able to call it on a weird name while having a custom difficulty name at the end of the spread as well. Can you at least name this as "Rain" and map the whole song? It has no point adding "light" to the difficulty name at all. Evanesce is basically an Overdose due to it's kiai so this should be a Rain instead.
First of all I would like to point out something to the previous modder.
[General]Californian wrote:
General
- shut off widescreen support for cup It doesn't matter whether it is turned on or off at all.
For the best background quality I suggest you to find one with higher resolution.
00:00:034 - There is a Timing point and an Inherited timing point at this spot and the green line is pretty much useless. Please remove that.
[Cup]
00:05:633 (4) - I wonder if this circle is really that necessary. It actually gives a weird feedback due because it follows the vocal instead of the music, which you decided to follow on the whole map. And the other reason I find this unnecessary is 00:01:633 (2,3) - where you decided to ignore the vocal and instead only mapped the music, which sounds better imo.
00:11:233 (3,4,1,2) - This part looks a little bit weird because of the same distance for 1/1 and 3/2. This is a hard situation due to these distances on the timeline. I tried out a few possible solution to change this and this felt the best http://kurokami.s-ul.eu/SnwaSZjP.png but if you have a better idea to fix this, go ahead.
00:24:831 (1,1) - The distance here could be much higher in my opinion due to the finisher and the start of the new part. 1.5xish could look much better.
00:52:429 (3,1) - I found this point after I explained my reasons below, same applies to this as well.
01:08:428 (3,4) - I'm not a big fan of these fast paced left-right movements on the easiest level. New players barely have any control over the catcher and they can easily end up missing something even at much easier patterns. Try to change this so standing below this is enough to catch everything.
[Salad]
00:25:231 (2,1) - This antiflow jump could be really hard for new players. I would try to make 2 a bit less horizontal at least to require less movement to right.
00:44:430 (3,1) - I have the same problem with this as before, try to make 3 a bit more vertical.
00:57:629 (1,2,3) - This left-right jump pattern is something I am really unsure of. It would better to degrease the distance between 1-2 to make it catchable without the dash button. And the sounds followed are not different than 00:54:429 (1,2,3) - yet at there only one jump used.
01:08:828 (1,2) - I would shorten the distance between these two to make it easier to handle without the dash button for newer players.
[Platter]
00:51:429 (2) - I would move this back to right a little to make it easier to handle after the Hyper and at the same time make it easier to reach the next one without dashing.
I only have one major problem with this map and that is mainly during the kiai and it is with one particular placement which repeats itself. 00:52:029 (4,5) - , 00:53:629 (4,5) - , 00:58:428 (4,5) - , etc. These distances require a good Hyper handling to actually stop after reaching the fruit (4) then move onto the next one (5) but if this is your first time, or around that, encountering these type of dashes then you probably have zero control over them and will overdash which requires you to immediately dash back to catch the next fruit (5). Your mainly used distance (1.0yish) in this case is a little bit too much so I suggest you to make them around 0.8x to give chance to players to catch it even when they missed the optimal spot to stop with the Hyperdash.
[Light Rain]
01:10:627 (2) - I would move this a bit back to left to make it easier to approach and catch it.
What is this difficulty name? You basically mapped half of the song just to be able to call it on a weird name while having a custom difficulty name at the end of the spread as well. Can you at least name this as "Rain" and map the whole song? It has no point adding "light" to the difficulty name at all. Evanesce is basically an Overdose due to it's kiai so this should be a Rain instead.