From rdmlish,
[General]
> 00:01:057 - conflicted vol. setting. Imo the intro part =60% is enough. 70% is too loud.
[Inner Oni]
! General 2 4-plets or 4 2- plets usages are odd and forcefully add on the melody, i.e. these patterns stand out from the melody and cannot represent it to a large extent. Freestyle patterns are not all-works. If they mismatch the music, it's time to consider re-arrange these freestyle patterns.
> For example: 01:28:296 (586,587,588,589,590,591,592,593,594,595,596) - , the focus are shifted to the quadra-dublets. How about the gap at 01:28:848 (591,592) - ? The melody falls on the above timing which should be linked up.
> 00:46:056 (259,260,261,262,263,264,265,266,267,268,269,270,271,272) - very imbalanced and inconsistent patterns here which show a huge contrast to the melody horribly. Not this part only, but also these kind of rhythmic patterns scatter along the whole map.
! Overuse of 1/6 in a various situation as well. Adding 1/6 is for challenging purpose only instead of putting emphases on specific parts in the music, which is unpleasant. Some 1/6 are virtual, the music is not even supportive.
> 00:24:063 - oh gosh, putting 1/6 inside a 1/4 stream is challenging yeah I know, but you can hear that 00:24:063 - / 00:24:155 - have very clear isolated drum hits. That should be expressed!
00:24:431 - 1/6 could be placed here to show the extra emphasis on 00:24:615 - where you can't use Finisher. (check 01:43:940 - )
> 00:38:050 - / 00:38:418 - theoretically they are nothing wrong, but in game-play they are so hellish and utterly appear from the map. That's confusing.
> 01:13:664 - oh gosh this hollow and odd 1/6 completely neglect the previous mapping channel: 01:13:112 - / 01:13:388 - /01:13:664 - check the background music. This 1/6, is mapped for hard, not mapped for the music.
! Lack of break in streams. It seems that you map a 'hard difficulty' for its difficulty, but not for the music.
> 01:30:872 - this stream should be broken apart to display the clear breaking point at 01:31:701 - . If the long stream contains a halt part but you fill it up, that's weird.
! Some progressions could be done better:
> 01:19:461 - end of audible 1/3 here. Certain change in the music could be represented better in terms of rhythms. 1/4 could be started using here, which leads to a great density changing flow to the 1/6 part at 01:20:014 - . 1/3 --> 1/4 --> 1/6 beautiful patterns and rhythmic flow can be made In game-play, 01:19:461 - is a bit weird as I can hear that I was hitting virtual 1/3 patterns.
> 01:19:461 - add a SV (0.9x) change please (esp. in case you change the rhythm), I can't catch the incoming 1/6 01:20:014 - .
[]
The above things are just major flaws that I catch in the first glimpse. There are more to go for sure, but it's time for you to review it.
[General]
> 00:01:057 - conflicted vol. setting. Imo the intro part =60% is enough. 70% is too loud.
[Inner Oni]
! General 2 4-plets or 4 2- plets usages are odd and forcefully add on the melody, i.e. these patterns stand out from the melody and cannot represent it to a large extent. Freestyle patterns are not all-works. If they mismatch the music, it's time to consider re-arrange these freestyle patterns.
> For example: 01:28:296 (586,587,588,589,590,591,592,593,594,595,596) - , the focus are shifted to the quadra-dublets. How about the gap at 01:28:848 (591,592) - ? The melody falls on the above timing which should be linked up.
> 00:46:056 (259,260,261,262,263,264,265,266,267,268,269,270,271,272) - very imbalanced and inconsistent patterns here which show a huge contrast to the melody horribly. Not this part only, but also these kind of rhythmic patterns scatter along the whole map.
! Overuse of 1/6 in a various situation as well. Adding 1/6 is for challenging purpose only instead of putting emphases on specific parts in the music, which is unpleasant. Some 1/6 are virtual, the music is not even supportive.
> 00:24:063 - oh gosh, putting 1/6 inside a 1/4 stream is challenging yeah I know, but you can hear that 00:24:063 - / 00:24:155 - have very clear isolated drum hits. That should be expressed!
00:24:431 - 1/6 could be placed here to show the extra emphasis on 00:24:615 - where you can't use Finisher. (check 01:43:940 - )
> 00:38:050 - / 00:38:418 - theoretically they are nothing wrong, but in game-play they are so hellish and utterly appear from the map. That's confusing.
> 01:13:664 - oh gosh this hollow and odd 1/6 completely neglect the previous mapping channel: 01:13:112 - / 01:13:388 - /01:13:664 - check the background music. This 1/6, is mapped for hard, not mapped for the music.
! Lack of break in streams. It seems that you map a 'hard difficulty' for its difficulty, but not for the music.
> 01:30:872 - this stream should be broken apart to display the clear breaking point at 01:31:701 - . If the long stream contains a halt part but you fill it up, that's weird.
! Some progressions could be done better:
> 01:19:461 - end of audible 1/3 here. Certain change in the music could be represented better in terms of rhythms. 1/4 could be started using here, which leads to a great density changing flow to the 1/6 part at 01:20:014 - . 1/3 --> 1/4 --> 1/6 beautiful patterns and rhythmic flow can be made In game-play, 01:19:461 - is a bit weird as I can hear that I was hitting virtual 1/3 patterns.
> 01:19:461 - add a SV (0.9x) change please (esp. in case you change the rhythm), I can't catch the incoming 1/6 01:20:014 - .
[]
The above things are just major flaws that I catch in the first glimpse. There are more to go for sure, but it's time for you to review it.