ahh Hello, my end of M4M
general
remove song artist, song title and yourself (your nickname) from your tags, these are automatically in the tags so no need to add them additionally
check your aimod (ctrl shift a) and fix those issues (except the one that says you dont have easy/normal diff, thats a bug)
normal
00:01:435 (1,2,3) - this is a bad rhythm choice because you can clearly hear 00:02:032 - being by far the strongest sound (you even compliment it with a strong hitsound) but it is covered by a sliderend (and therefore not clickable) which is the least emphasized object possible. ctrl + g 00:01:435 (1,2) - and the rhythm is much better because the strong sound gets clickable, you even did it for 00:03:825 (1,2) - . this appears of course at similar spots
00:10:894 (1,2,3) - you could make this circle + 1/2 slider liek you did for 00:01:435 (1,2) - because at 00:11:188 - is an additional finish sound that could get emphasized instead of the white tick after
while the gap between spinner and next object is kinda acceptable at 00:08:258 (1,1) - (~2/1 gap here), the gap between 00:17:952 (1,1) - is definetely too small (only ~1/1 gap) for the player to recover from the spinner.
00:29:774 (1,2,3) - believe it or not but this is way too much for a beginner, remember that people, who play this diff, possibly never played this game before. the continuous back and forth movement caused by the multiple 1/2 reverses are really uncomfortable#
00:31:706 - you should somehow try to cover this sound with a slider like you did at 00:23:269 (2) - (because then the chance is less that the player clicks to the wrong rhythm here). or you do it like 00:33:809 (2,3) - but then i'd advice you to map 00:33:809 (2,3) - aswell to be consistent
00:36:917 (1,2,3) - the flow is bad here, slider 3 should flow rather to the left than to the right
00:42:201 - i think there's no need to end the break earlier
00:56:396 - yes
its really hard to map a normal with this song - i have to say. because you have many important sounds to skip. you should definetely gain more opinions in terms of rhythm, try to be more consistent with the sounds you map (for example the stupid blue tick sound i mentioned above, either map them or skip them - you do both currently)
hard
00:02:331 (3,4) - the spacing between the 1/2 rhythm here and the 1/4 rhythm at 00:03:526 (5,6,1) - is visually very similar which leads to missreading the patterns. i suggest you to use the same value of distance snap for both, 1/2 and 1/4 rhythm. applies basically on the whole diff - this is fundamental issue
00:11:776 (4) - end this sldier on the blue tick before, its clearly most noticeable sound
00:14:131 (3) - ^ and so on ..
00:24:005 - again you skip a very strong sound here which is really confusing
00:31:706 - ^ you get what i mean the diff is full of this
01:01:408 (1,1) - spinner recovery time is with 1/2 beat gap too short - player has almost no time to react tothe next object (or more like the next object appears when the player still has to spin). gap should be minimum 1/1 beat
i see a lot of inconsistency in terms of distance snapping - although especially in lower difficulties it is really important to take advantage of a distance snap concept that is consistent through whole diff.
insane
00:05:917 (2,3) - you can space them out a bit more for emphasis, obviously they are stronger sounds than 00:03:526 (5,6) - which is qually mapped to this.
00:15:307 (4,5) - you basically have the same two sounds here as above but you map the in a very different way. you can either stack the thing i mentioned above or space this right here out like you would do when you changed the thing above. either way is fine but you should map both equal things somewhat the same
00:30:962 (1,2,3) - why you dont do the same back and forth here as you did for 00:29:774 (1,2,3,1,2,3) - ? would be neat because they reflect the same sort of vocal
00:33:058 (1,2,3) - this is really far spaced if you compare it to 00:29:181 (6,7,8) - for example which is by far stronger emphasized in the music
00:34:835 (1,2,1,2) - you focus on the vocal here and sacrifice some sounds to map along the vocal but then you suddenly switch to map sounds at 00:36:304 (3) - and sacrifice the vocal sound. you should either do vocal or sound but nothing mixed up because then the player cant really tell what hes playing to
00:49:353 (5) - are you sure you wanna skip so much sounds for one simple vocal sound? i think you can make more out of this if you map the sounds aswell
00:52:438 - you skip sound and vocal here ..
00:55:804 (1,2,1,2) - there any reason you overlap this and have very low spacing here compared to the pattern before? if not you should do it somewhat equally to the thing before
00:57:880 - another important sound you sacrifice for the sake of vocals .. are you sure?
01:06:505 (5,6) - seperate them from the stack as these have additional vocal
in general you should really think about the many sounds you skip for the sake of the vocal, imo at many spots it is not a good idea to skip such strong sounds (examples in the list above but there are more). because if you do skip so much sounds the map doesnt really fit too well to the song anymore which is the main concern i have here. other than that i see nice base patterns that have great potential
hope this helps, best of luck ! !
general
remove song artist, song title and yourself (your nickname) from your tags, these are automatically in the tags so no need to add them additionally
check your aimod (ctrl shift a) and fix those issues (except the one that says you dont have easy/normal diff, thats a bug)
normal
00:01:435 (1,2,3) - this is a bad rhythm choice because you can clearly hear 00:02:032 - being by far the strongest sound (you even compliment it with a strong hitsound) but it is covered by a sliderend (and therefore not clickable) which is the least emphasized object possible. ctrl + g 00:01:435 (1,2) - and the rhythm is much better because the strong sound gets clickable, you even did it for 00:03:825 (1,2) - . this appears of course at similar spots
00:10:894 (1,2,3) - you could make this circle + 1/2 slider liek you did for 00:01:435 (1,2) - because at 00:11:188 - is an additional finish sound that could get emphasized instead of the white tick after
while the gap between spinner and next object is kinda acceptable at 00:08:258 (1,1) - (~2/1 gap here), the gap between 00:17:952 (1,1) - is definetely too small (only ~1/1 gap) for the player to recover from the spinner.
00:29:774 (1,2,3) - believe it or not but this is way too much for a beginner, remember that people, who play this diff, possibly never played this game before. the continuous back and forth movement caused by the multiple 1/2 reverses are really uncomfortable#
00:31:706 - you should somehow try to cover this sound with a slider like you did at 00:23:269 (2) - (because then the chance is less that the player clicks to the wrong rhythm here). or you do it like 00:33:809 (2,3) - but then i'd advice you to map 00:33:809 (2,3) - aswell to be consistent
00:36:917 (1,2,3) - the flow is bad here, slider 3 should flow rather to the left than to the right
00:42:201 - i think there's no need to end the break earlier
00:56:396 - yes
its really hard to map a normal with this song - i have to say. because you have many important sounds to skip. you should definetely gain more opinions in terms of rhythm, try to be more consistent with the sounds you map (for example the stupid blue tick sound i mentioned above, either map them or skip them - you do both currently)
hard
00:02:331 (3,4) - the spacing between the 1/2 rhythm here and the 1/4 rhythm at 00:03:526 (5,6,1) - is visually very similar which leads to missreading the patterns. i suggest you to use the same value of distance snap for both, 1/2 and 1/4 rhythm. applies basically on the whole diff - this is fundamental issue
00:11:776 (4) - end this sldier on the blue tick before, its clearly most noticeable sound
00:14:131 (3) - ^ and so on ..
00:24:005 - again you skip a very strong sound here which is really confusing
00:31:706 - ^ you get what i mean the diff is full of this
01:01:408 (1,1) - spinner recovery time is with 1/2 beat gap too short - player has almost no time to react tothe next object (or more like the next object appears when the player still has to spin). gap should be minimum 1/1 beat
i see a lot of inconsistency in terms of distance snapping - although especially in lower difficulties it is really important to take advantage of a distance snap concept that is consistent through whole diff.
insane
00:05:917 (2,3) - you can space them out a bit more for emphasis, obviously they are stronger sounds than 00:03:526 (5,6) - which is qually mapped to this.
00:15:307 (4,5) - you basically have the same two sounds here as above but you map the in a very different way. you can either stack the thing i mentioned above or space this right here out like you would do when you changed the thing above. either way is fine but you should map both equal things somewhat the same
00:30:962 (1,2,3) - why you dont do the same back and forth here as you did for 00:29:774 (1,2,3,1,2,3) - ? would be neat because they reflect the same sort of vocal
00:33:058 (1,2,3) - this is really far spaced if you compare it to 00:29:181 (6,7,8) - for example which is by far stronger emphasized in the music
00:34:835 (1,2,1,2) - you focus on the vocal here and sacrifice some sounds to map along the vocal but then you suddenly switch to map sounds at 00:36:304 (3) - and sacrifice the vocal sound. you should either do vocal or sound but nothing mixed up because then the player cant really tell what hes playing to
00:49:353 (5) - are you sure you wanna skip so much sounds for one simple vocal sound? i think you can make more out of this if you map the sounds aswell
00:52:438 - you skip sound and vocal here ..
00:55:804 (1,2,1,2) - there any reason you overlap this and have very low spacing here compared to the pattern before? if not you should do it somewhat equally to the thing before
00:57:880 - another important sound you sacrifice for the sake of vocals .. are you sure?
01:06:505 (5,6) - seperate them from the stack as these have additional vocal
in general you should really think about the many sounds you skip for the sake of the vocal, imo at many spots it is not a good idea to skip such strong sounds (examples in the list above but there are more). because if you do skip so much sounds the map doesnt really fit too well to the song anymore which is the main concern i have here. other than that i see nice base patterns that have great potential
hope this helps, best of luck ! !