M4M.
00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.
Overall, set is fairly good and song is great! Good luck with this set.
00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.
ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this.
00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking.
00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body.
00:13:112 (1,1,2) - Another example of flow change.
00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this?
00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion.
Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p
00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking.
00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body.
00:13:112 (1,1,2) - Another example of flow change.
00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this?
00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion.
Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p
Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change?
00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm.
00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example.
You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right.
00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed.
I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change?
00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm.
00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example.
You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right.
00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed.
I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!
Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.
00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing.
00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is.
00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme.
00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing.
00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is.
00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme.
ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much.
Quite like this! Good job.
Quite like this! Good job.
Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs.
00:12:751 (3,1) - These two overlap, adding again to that chaos.
00:16:726 (2,2) - Another.
00:17:449 (1,1) - Another.
00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too.
Interesting difficulty I think it is cool.
00:12:751 (3,1) - These two overlap, adding again to that chaos.
00:16:726 (2,2) - Another.
00:17:449 (1,1) - Another.
00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too.
Interesting difficulty I think it is cool.
Normal
00:19:618 (4,3) - This is bad aesthetics as well.
Nicely done though!
Nicely done though!
victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever.
Very good otherwise.
Very good otherwise.
Overall, set is fairly good and song is great! Good luck with this set.