[General]
I tried to find a good metadata source, but for some reason this isn't on the rd-sounds website. The best source I could find was http://vgmdb.net/album/68436, but maybe when this gets closer to ranked a BN can search for this (or maybe rd-sounds will update their website by then lol).
[Idk]
I suggest ending the map at 05:37:812 - and starting the map at 00:22:812 - to reduce the amount of the 4/1 the player has to go through before they actually reach the song. As is you have almost a minute of nothing gameplay-wise, which is quite boring to play through and not even necessary for drain time requirements.
00:56:241 (1,2,3,4,5) - These 1/4 sliders don't fit in with the rest of the map very well since they have a way higher density than anything before and after this, despite the slider end stacking and muted tails. You could try a 1/2 double reverse here, which fits the concept of some of the things you do later much better.
01:03:098 (2,3,4) - I suggest using a 1/2 reverse here to fit the vocal grouping better and prevent a density spike.
01:06:527 (3,4) - Since you skip the piano with this 1/1 gap, I recommend increasing the spacing to prevent the drop in pacing you have here.
01:07:384 (6,7) - Try a 1/2 slider here instead to fit the vocal better and match what you did at 01:04:812 (9) -
01:16:812 (1,2,3,4,5,6,7) - This is completely different in concept than 01:06:527 (3,4,5,6,7) - and I thought your previous pattern worked a lot better to reflect the piano/vocals. I recommend making these consistent in terms of cursor motion and rhythm.
01:18:527 (1,2,3,4,5,6,7,1,2,3) - I recommend increasing the spacing difference between every two sliders (for the first 8) and then changing the motion concept for 01:20:027 (1,2,3) -. This will provide more emphasis to the grouping of three and make the spacing increase concept more noticeable in gameplay. One idea for changing the motion concept for the grouping of three is by changing it into a triangle.
01:23:241 (1,2,3) - 01:24:527 (1,2,3) - Similar to before, I think 1/2 reverses fit the intensity of this section better than circles do.
01:24:098 (4) - You could try a 3/4 slider, or at least a 1/2 slider here to fit the vocal better, since I don't think a circle shows how held this vocal is compared to the one right before.
02:03:098 (1) - According to your previous patterns 02:00:098 (5,1) - 02:01:384 (5,1) - , this should be stacked with 02:02:669 (5) -
02:04:812 (3,4,5,6) - These 1/2 stacks feel out of place since the rest of this map used overlapping 1/2 circles. Not only that, the lack of motion also doesn't really work since the vocals just decrease in pitch rather than come to a sharp stop. I suggest overlapping these like you usually do in this map.
02:16:598 (6,7,8) - This 1/4 spacing is inappropriate since you used such low 1/2 spacing overall and this is the first time you introduced 1/4 spacing. Even if it's for a buildup, I think a stack would work better.
02:53:884 (2,3) - I think this worked much better as a 1/2 slider like you did at 02:51:312 (3) - .
02:52:384 (2) - 02:57:527 (5) - I suggest ctrl+g on these to have a motion contrast between the vocals in this grouping and stuff like 02:50:669 (2,3,4) -. The holds on these vocals are much more pronounced, so it makes more sense to follow each slider all the way. You'll likely need to adjust some spacing though.
02:55:384 (7) - Try a spacing increase of some sort instead of a direction change to represent the drum hit, since it can work in conjunction with the above suggestion.
03:04:812 (1,2,3) - Movement wise this works better if it's similar to 03:02:241 (1,2,3) - due to the similarity between the vocals.
03:31:812 (1) - The SV is so low here that players likely won't follow this slider, so I suggest ctrl+g on this slider to make sure that players follow it and feel the direction change on 03:32:241 (2) -.
04:04:384 (2,3,4) - I mean, I don't mind, but I don't think this fits the concept of your previous jump patterns very well - this is the first linear motion you've used in the map. I suggest lowering the spacing between 2,3 if you're going to introduce this motion here, or just use a sharp angle jump.
Good luck!
I tried to find a good metadata source, but for some reason this isn't on the rd-sounds website. The best source I could find was http://vgmdb.net/album/68436, but maybe when this gets closer to ranked a BN can search for this (or maybe rd-sounds will update their website by then lol).
Source: 東方地霊殿 ~ Subterranean Animism.
Artist: めらみぽっぷ
Romanized Artist: Meramipop
Romanized Title: Rosuto
Tags: touhou chireiden c91 comiket91 koishi komeiji 古明地 こいし 凋叶棕 diao ye zong rd-sounds th11 ハルトマンの妖怪少女 harutoman no youkai shoujo hartmann's youkai girl lost void utsuro 虚
Double check the title since i'm not sure if "Rosuto" is a loan word or not. As far as your diffname is concerned, "Sealed Third Eye" is the best I could come up with, but you could probably figure something better at. Here's the lyrics page.Artist: めらみぽっぷ
Romanized Artist: Meramipop
Romanized Title: Rosuto
Tags: touhou chireiden c91 comiket91 koishi komeiji 古明地 こいし 凋叶棕 diao ye zong rd-sounds th11 ハルトマンの妖怪少女 harutoman no youkai shoujo hartmann's youkai girl lost void utsuro 虚
[Idk]
I suggest ending the map at 05:37:812 - and starting the map at 00:22:812 - to reduce the amount of the 4/1 the player has to go through before they actually reach the song. As is you have almost a minute of nothing gameplay-wise, which is quite boring to play through and not even necessary for drain time requirements.
00:56:241 (1,2,3,4,5) - These 1/4 sliders don't fit in with the rest of the map very well since they have a way higher density than anything before and after this, despite the slider end stacking and muted tails. You could try a 1/2 double reverse here, which fits the concept of some of the things you do later much better.
01:03:098 (2,3,4) - I suggest using a 1/2 reverse here to fit the vocal grouping better and prevent a density spike.
01:06:527 (3,4) - Since you skip the piano with this 1/1 gap, I recommend increasing the spacing to prevent the drop in pacing you have here.
01:07:384 (6,7) - Try a 1/2 slider here instead to fit the vocal better and match what you did at 01:04:812 (9) -
01:16:812 (1,2,3,4,5,6,7) - This is completely different in concept than 01:06:527 (3,4,5,6,7) - and I thought your previous pattern worked a lot better to reflect the piano/vocals. I recommend making these consistent in terms of cursor motion and rhythm.
01:18:527 (1,2,3,4,5,6,7,1,2,3) - I recommend increasing the spacing difference between every two sliders (for the first 8) and then changing the motion concept for 01:20:027 (1,2,3) -. This will provide more emphasis to the grouping of three and make the spacing increase concept more noticeable in gameplay. One idea for changing the motion concept for the grouping of three is by changing it into a triangle.
01:23:241 (1,2,3) - 01:24:527 (1,2,3) - Similar to before, I think 1/2 reverses fit the intensity of this section better than circles do.
01:24:098 (4) - You could try a 3/4 slider, or at least a 1/2 slider here to fit the vocal better, since I don't think a circle shows how held this vocal is compared to the one right before.
02:03:098 (1) - According to your previous patterns 02:00:098 (5,1) - 02:01:384 (5,1) - , this should be stacked with 02:02:669 (5) -
02:04:812 (3,4,5,6) - These 1/2 stacks feel out of place since the rest of this map used overlapping 1/2 circles. Not only that, the lack of motion also doesn't really work since the vocals just decrease in pitch rather than come to a sharp stop. I suggest overlapping these like you usually do in this map.
02:16:598 (6,7,8) - This 1/4 spacing is inappropriate since you used such low 1/2 spacing overall and this is the first time you introduced 1/4 spacing. Even if it's for a buildup, I think a stack would work better.
02:53:884 (2,3) - I think this worked much better as a 1/2 slider like you did at 02:51:312 (3) - .
02:52:384 (2) - 02:57:527 (5) - I suggest ctrl+g on these to have a motion contrast between the vocals in this grouping and stuff like 02:50:669 (2,3,4) -. The holds on these vocals are much more pronounced, so it makes more sense to follow each slider all the way. You'll likely need to adjust some spacing though.
02:55:384 (7) - Try a spacing increase of some sort instead of a direction change to represent the drum hit, since it can work in conjunction with the above suggestion.
03:04:812 (1,2,3) - Movement wise this works better if it's similar to 03:02:241 (1,2,3) - due to the similarity between the vocals.
03:31:812 (1) - The SV is so low here that players likely won't follow this slider, so I suggest ctrl+g on this slider to make sure that players follow it and feel the direction change on 03:32:241 (2) -.
04:04:384 (2,3,4) - I mean, I don't mind, but I don't think this fits the concept of your previous jump patterns very well - this is the first linear motion you've used in the map. I suggest lowering the spacing between 2,3 if you're going to introduce this motion here, or just use a sharp angle jump.
Good luck!