M4M
Didn't find anything wrong with the Normal Diff
Gl
General
- 01:21:100 - I would lower the hitsound volume here to something like 50 or 60% and then have a point at 01:22:554 - which is 75%
Easy
- 00:28:736 (2) - I think this would look nice if it was rotated 90 degrees and placed like so
- 00:44:736 (1) - I would have the red control point in the middle of the slider so the direcion changes on the middle white tick where there is a beat
Hard
- 00:16:554 (2,3) - I would maybe consider removing this stack because you have had a similar looking one at 00:11:554 (2,3) - but it represented different timing
- 00:43:281 (1,2,3,4,5,6,7,8) - I think this is too many 1/2 gap notes in a row for a hard difficulty, players at this level will find it way more strenuous than most other maps at this level, Maybe consider making 00:44:009 (5,6,7,8) - as sliders
- 01:02:554 (3) - I would curve slightly more to the left to have better movement into the next note
- 01:21:100 (1,2,3,4,5,6,7,8) - Same deal with there being too many notes, however this part is more intense so maybe it can pass
Insane
- I think at 4* and this BPM you would want at least an AR of 8.3
- 00:16:918 (1) - Ctrl-g would make for better movement imo (more circular)
- 01:07:645 (5,6,7,8,1) - I think these shuold be a 1/4 repeating slider instead to better suit an insane difficulty
Your Story
- 00:43:281 (1,2,3,4,5,6,7,8) - I think for the jumps to fit well they need to be constantly increasing in DS to match the rising intensity of the drums, i would redo these jumps to reflect that
- 00:03:281 (3,4,5,6) - I think these jumps should create circular flow in the opposite direction to 00:02:554 (1,2) - to be consistent with you flow choice at 00:01:827 (3,4,5,6) - and 00:04:736 (3,4,5,6) -
Didn't find anything wrong with the Normal Diff
Gl