Greget
00:08:297 (6) - This is just 3/8. Overmapping this to 1/8 sounds really unnecessary ;c.
00:19:414 (6,7) - I think its better to space them out. Theres a pitch change so I don't think a stack is as appropriate here.
00:37:150 (2,3) - Okay, these 1/4 jumps are just not appropriate imo xP. You don't use anything like this in kiai and these are so difficult to land because you need to move your cursor at 1/4 a beat instead of the usual 1/2. It's also not the same as kicksliders because you can still click on 1/2 rhythms using kicksliders.
00:38:561 (2,3) - ^
00:41:385 (2,3) - 00:42:797 (2,3) -00:44:208 (2,3) - ^ Theyre just not appropriate imo xP.
00:48:444 (2,3) - Here It's still not good, I would space them closer together so people don't confuse them for 1/2, but at least here there's a more unique drum sound. Still, I'd prefer if you didn't use this kind of technique for the map xP.
01:12:885 (6,7) - You're quite inconsistent about when you stack and 01:14:297 (5,6) - when you dont 01:16:061 (2,1) - etc... 01:17:297 (7,8) - etc... Those all occur at the same location on the measure, but theres' not rhythm to their stacking/jump. You should keep this consistent, or just map them to jumps cuz imo if theres a change in pitch or if theres a snare landing there, a jump emphasizes the change better .
Gila
00:03:532 (3,4,5,6,7,1) - Man, honestly the movement should be from red > white ticks. But instead, you are stacking every white tick under a red tick, like 00:04:414 (1) - , so the player doesn't actually move on a strong beat.
00:06:355 (3,4,5,6,7,1) - ^Same problem here.
Sulit
00:04:414 (5) - NC or remove NC from 00:07:237 (1) - for consistency.
00:46:414 (4,5,1) - Jump should be from 5>1 imo. And besides, this is a really big jump honestly, considering your spacing so far. It's the same visual spacing as 00:47:826 (3,1) - but here its 1/1 xP
00:48:179 (1,2,3) - Going from last point, these also resemble 1/1 spacings because of how 00:47:826 (3,1) - is spaced, so definitely make these slider jumps a bit smaller so players can better recognize these are 1/2.
01:00:002 (2,3,4) - Back/forth jumps are really confusing imo. Can you do something else here.
01:07:591 (4,1) - Really big jump out of nowhere. You don't emphasize downbeats with a jump this big elsewhere. Compare it with like 01:09:002 (4,1) - or 01:10:591 (5,1) -
Biasa
00:49:591 (1,2,3,4,5,6,7,8) - Really big combo's. Make them smaller? NC on 00:52:414 (5) - at least. If not every slider.
00:55:238 (1,2,3,4,5,6,7,8) - ^
01:00:885 (1,2,3,1,2,3,1,2,3,1,2,3) - Etc... Your NC pattern suddenly becomes every measure, so try and make this consistent in your kiai.
01:10:767 (4) - Could NC here too since the drum is more unique,
01:12:179 - Etc... onward, NC pattern again starts to shift and isn't regular.
This diff needs a NC rework basically because its really inconsistent. Not hard to fix though.
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I'll see how Fort responds to the issues I pointed out first.
00:08:297 (6) - This is just 3/8. Overmapping this to 1/8 sounds really unnecessary ;c.
00:19:414 (6,7) - I think its better to space them out. Theres a pitch change so I don't think a stack is as appropriate here.
00:37:150 (2,3) - Okay, these 1/4 jumps are just not appropriate imo xP. You don't use anything like this in kiai and these are so difficult to land because you need to move your cursor at 1/4 a beat instead of the usual 1/2. It's also not the same as kicksliders because you can still click on 1/2 rhythms using kicksliders.
00:38:561 (2,3) - ^
00:41:385 (2,3) - 00:42:797 (2,3) -00:44:208 (2,3) - ^ Theyre just not appropriate imo xP.
00:48:444 (2,3) - Here It's still not good, I would space them closer together so people don't confuse them for 1/2, but at least here there's a more unique drum sound. Still, I'd prefer if you didn't use this kind of technique for the map xP.
01:12:885 (6,7) - You're quite inconsistent about when you stack and 01:14:297 (5,6) - when you dont 01:16:061 (2,1) - etc... 01:17:297 (7,8) - etc... Those all occur at the same location on the measure, but theres' not rhythm to their stacking/jump. You should keep this consistent, or just map them to jumps cuz imo if theres a change in pitch or if theres a snare landing there, a jump emphasizes the change better .
Gila
00:03:532 (3,4,5,6,7,1) - Man, honestly the movement should be from red > white ticks. But instead, you are stacking every white tick under a red tick, like 00:04:414 (1) - , so the player doesn't actually move on a strong beat.
00:06:355 (3,4,5,6,7,1) - ^Same problem here.
Sulit
00:04:414 (5) - NC or remove NC from 00:07:237 (1) - for consistency.
00:46:414 (4,5,1) - Jump should be from 5>1 imo. And besides, this is a really big jump honestly, considering your spacing so far. It's the same visual spacing as 00:47:826 (3,1) - but here its 1/1 xP
00:48:179 (1,2,3) - Going from last point, these also resemble 1/1 spacings because of how 00:47:826 (3,1) - is spaced, so definitely make these slider jumps a bit smaller so players can better recognize these are 1/2.
01:00:002 (2,3,4) - Back/forth jumps are really confusing imo. Can you do something else here.
01:07:591 (4,1) - Really big jump out of nowhere. You don't emphasize downbeats with a jump this big elsewhere. Compare it with like 01:09:002 (4,1) - or 01:10:591 (5,1) -
Biasa
00:49:591 (1,2,3,4,5,6,7,8) - Really big combo's. Make them smaller? NC on 00:52:414 (5) - at least. If not every slider.
00:55:238 (1,2,3,4,5,6,7,8) - ^
01:00:885 (1,2,3,1,2,3,1,2,3,1,2,3) - Etc... Your NC pattern suddenly becomes every measure, so try and make this consistent in your kiai.
01:10:767 (4) - Could NC here too since the drum is more unique,
01:12:179 - Etc... onward, NC pattern again starts to shift and isn't regular.
This diff needs a NC rework basically because its really inconsistent. Not hard to fix though.
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I'll see how Fort responds to the issues I pointed out first.