had hard time figuring out the snaps 1/6s and 1/8s yet I'm probably still wrong
[General]
toybot diff having edgy setting preview point tags timing blabla inconsistent
soft-hitwhistle.wav could have louder volume because the kiais feel no hitsounded for the bass drums as it doesn't stand out at all like the drums in background are slightly louder than the hitsound
uh timing is kinda wrong? especially at the ending the circles sound obviously delayed, I'm unable to playtest it right now so you should take care of it :/ yeah ur good at timing wouldn't bother much
[Re:]
00:18:547 (1) - is a burst which is quite loud and then the kiai after it has quiet hitsound overall maybe you can reduce the volume a bit here to balance out with the hitsounds around. also 00:18:830 (2,3) - shouldn't the finish be on the circle instead of the slider's head?
00:27:320 (1) - hitsounding here potentially works nicely.
00:31:778 (4) - I don't really think this suits to the calm part because the 1/4 jump is some sort of reading challenge (prob just me having hard time) thus removing the circle or less jump to create a pattern which fits to relaxing part of a map rather than always having some extra-ish pattern.
00:50:386 (2) - in this case without whistle can emphasize xD the (3) better in hitsounding.
01:15:150 (1) - normal sample
01:22:580 (4) - this doesn't fit piano? prob 01:22:603 -
01:29:867 (3) - combo is apparently one measure longer than the rest
[toybe]
00:11:902 (2) - 90 degrees thing will look neater with your mapping to me perhaps give a shot.
00:13:741 (5) - I can't tell if you're following the drum-ish sound or the melody here but since the melody stands out much more snap it in 1/6 to be more accurate? to be honest I don't really care of snapping as long as it plays literally same, but as ranking is strict with it I needed to point out lol. (liiraye did it right)
02:01:572 (1,2,3,1,2,3) - because the hitsound here is strong enough I was expecting the kiai after here to have some hitsounds as strong as here but was quite quieter than I expected. maybe try to take some normal whistles to decorate the climax in a cool way B).
02:07:939 (1,2,3) - to be honest i would stack it because this kinda plays forced lol
[Liiraye]
00:01:000 (4) - I would use a rotated slider here to make the reverse not really awkward to play
https://osu.ppy.sh/ss/9087218 like the another reverse later 00:05:528 (4) - plays a lot better so consider doing something like that.
00:23:830 (5,6) - I don't know if I'm wrong here but I don't hear any sound that supported for 1/6 and it's generally not comfy to play this would rather become a 1/4 insdead.
00:59:018 (5) - a slider form that blankets the slider end of 00:59:301 (1) - instead of making 00:59:018 (5) - 's end getting blanket'd by 00:58:735 (4) - could flow better imo. well they're actually not blanketing but because I suck at explaining things lmao
http://osu.ppy.sh/ss/908727901:17:037 (8,9) - I've been mentioning the 1/6 streams again, it makes more sense for the sake of the music, but in game play this turns into a cancer which is dramatically hard to read on first try. 01:04:537 (5) - could use some kind of sliders like this one.
[Lasse]
01:03:405 - start the 1/4 sliders from here? I know it would become much harder to play after these 1/3s but ignoring it feels more weird as there's a bunch of 3 sliders 01:04:396 (1,2,3) - but here
02:02:320 (1,1) - would put the normal whistles on the slider heads as well because the whistle doesn't really work nice here if they're on the body thus whistles on the heads can express that the sliders are something special in a better way.
[Vinx]
01:22:226 - u forgot a break or what it fits if the blank is this long
02:09:490 (1,2) - maybe whistle is not the best choice here imo :/ clap
[hobbes2]
00:13:735 (2) - this might be 1/6 and an additional reverse if it's for the melody instead of the drums (liiraye did it right)
00:25:056 (1) - why is nc here
01:04:537 (4) - i think 1/4s are better to map here more simple and easier to understand the rhythm
01:18:830 (1) - this can go without the nc because it's not 1/1
01:46:000 (1) - same here
01:49:396 - insert a break here probably the length of the blank is same as 01:47:556 -
[regratz]
higher ar would be helpful for most people reading the map, map is pretty simply done but the bpm is pretty high after all.
01:29:867 (3) - perhaps shorten this slider by 1/2, the strong sound at 01:30:433 - would've needed to be a clickable object instead since 01:28:735 (1,2,3) - were, maybe just a circle.
01:49:679 (2) - uh just a single 1/1 slider at 01:49:537 - would be a better rhythm for sure, there's literally no reason to have the sound at 01:49:679 - picked because you immediatelly ignore it at 01:50:245 - lol
mapping the intro but outro okhand
[adve]
00:03:688 (4) - if you move this slightly down the flow can be improved
00:18:169 (2,3) - this coulda just used a slider instead this looks incredibly hard as even the hard diff has used sliders. plus the previous 1/3 sounds are ignored by just a slider 00:17:415 (1) -
00:38:500 - 00:39:632 - whistle maybe, hitsound copier fucked it up lol
01:37:792 (1,2) - if you can avoid 01:37:792 (1) - overlapping to 01:36:660 (4) - it would be really cool, the overlap currently looks messed while this map doesn't really contain any overlaps it standed out
https://osu.ppy.sh/ss/9087892[normal]
00:17:415 (1) - end the slider at 00:18:358 - ? it sounds much better for the sound though i'm not really sure if this being snapped in 1/3 would make the rhythm harder for beginners so uh..
01:21:660 (3) - whistle
lmao mod is long af
hitsounds thing generally goes for most of diffs that copied from your top diff