- 00:09:307 (2) - for sliders like these I recommend making the slider body itself use a soft sampleset to get rid of the distracting slidertick hitsound on the white tick. same goes for 00:27:307 (1) - 00:38:107 (3) -
- 00:12:907 (1) - Would look better aesthetically if you placed the red anchor in the middle of the slider imo
- 00:19:507 (3) - This is just how I would map it, I think deleting this object would help it distinguish the it from all the other sections of the map that use a slider + 2 circles rhythm. Omitting an object here can also highlight the silence in a way. If you choose to keep the object here then you should at least delete the finish addition as there is very little in the song to support it
- 00:53:707 (1,2,3,1,2,3,1) - I actually think this is way too dense for a player to interpret as the lowest diff. I think having these 00:48:907 (1,2) as reverse sliders and then deleting 00:54:607 (3,3) - would be much more well received to the player. If skipping sounds tilt you can also consider turning the circles 00:54:307 (2,3,2,3) - into sliders.
- I would prefer AR 2 ~
- 00:11:407 (3,4,5) - I really don't like how you've structured these single reverse sliders tbh. Because you have a plethora of double reverse sliders it's very easy to mix up the 2 and misread several of these patterns. I would suggest structuring these patterns so that the next object doesn't go behind the reverse arrow of the previous slider
- 00:19:507 (3) - same as Easy
- 00:36:307 (5,1,2) - I would recommend sticking to normal DS. Structuring patterns this way for only 3 objects in a normal comes off a slightly random and can throw a player to misinterpret the snapping since it doesn't happen elsewhere in the map.
- 00:37:657 (2) - end this on the right tick ~ I actually noticed this from sound alone
- OD 3.5? what do you think
- to me it comes across slightly weird that you would use a higher object density at 00:39:307 (1,2,3,4) - compared to 00:48:907 (1,2) - when the latter builds up intensity.
- 00:58:507 (1) - the position of this seems a bit too overwhelming to me when existing the spinner (given that there is no circle here in normal as well). Placing this closer to the centre would making it slightly easier and create a nicer spread
- 00:19:507 (2) - recommend to delete finish addition as stated in easy
- 00:00:907 (1,2,3) - Just throwing in a suggestion based on how I would map it https://osu.ppy.sh/ss/8773075 (1 and 3 are stacked). I feel this has nice flow and emphasis. Apply to other appropriate places if you decide to adopt this. Tbh in general I feel like 1 and 2 could do with more spacing given the difficulty of this diff in general.
- 00:11:407 (4,5,6,7,8) - I find this pattern really weird. It uses different flow and intensity despite being the sounds being so so similar. 00:11:407 (4,5,6) - are spaced moderately but 00:12:157 (7,8) is so tightly packed and there's nothing in the music that would make you interpret the latter as being overly different, imo at least.
- 00:19:507 (1) - same about finish as Easy
- 00:09:007 (19) - deleting this flow nice rhymically
- 00:18:907 (44,45,46,47) - Having 1/3s in your lowest diff can be.. slightly tricky, you could consider deleting 00:19:107 (45,46) to simplify it and fit the spread better. Same as 00:28:507 (75,76,77,78) . Alternatively a slider would do
- 00:22:207 (56) - This feels like it should be a don. Though I think deleting it would be nicer since it would give players a slight break between the long train of objects you've mapped in the kiai
- 00:24:607 (64) - deleting this would give 00:24:907 (65) more emphasis if that's something you want
- 00:38:107 (109) - I would recommend deleting this and starting the spinner here. It's like... just how things are done with lower diffs in taiko
- 00:49:807 (24,28,32,36) - I highly recommend deleting these. Not only is the object density insanely high but it is overmapped here, which would be fine in it self but you've used the same density here 00:48:907 (21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36) - as 00:53:707 (37,38,39,40,41,42,43,44,45) - when the song in the latter has a lot more density in the rhythm. How about something like this? https://osu.ppy.sh/ss/8773270
- OD 4 would fit more nicely with this diff and also create a nicer balance spread wise
- 00:12:607 (32) - having these as a kat would give more emphasis to 00:12:907 (33,34) as it would break the monotone beat of 00:12:307 (31,32,33,34)
- 00:17:407 (48) - same as above.
- 00:22:207 (65) - ^ same for other places like this too
- 00:28:507 (91,92,93) - finishes feel overdone to me, could be just me though
- 00:28:507 (91,92,93,94) - https://osu.ppy.sh/ss/8773301 ? I think this follows the sounds better, what do you think?
I feel like you can rename the futsuu and muzu to muzu and oni respectively. I say this because patterns like 00:08:707 (18,19,20,21,22) - wouldn't really pass in a futsuu and you also have very little breaks in between a lot of patterns which is more expected. Of course this would be seen as ok if they were seen as different diffs
I hope this mod was useful. GL!