Queue
[- - Normal - -]
[- - Hard - -]
[- - Shinenite - -]
[- - Savage - -]
The map was pretty good to me personally! There are just some things that may need more tweaks in order to improve the structures in the difficulties I modded. I would recommend focusing on aesthetics, patterning, and a few rhythm stuffs because that was mostly mentioned on this post and mainly an objective to look through, or thorough. Still not really ready, needs a little more work over it, and maybe getting more mods is a good idea too. But afterwards, I hope you find this useful!
[- - Normal - -]
- 00:10:198 (1,2,3,1,2,3,1,2,3) - Apart of this section, these notes as a whole seems to be a distinct lack of hitsounding. And it sounds really empty too even with only hearing the default soft hitnormals. You can at least add a few drum claps on the upbeats, or the snares/chords over the song track to fill up the hitsound audibility.
- 00:34:705 (3,1) - Likely a subjective thing for me to say for the two sliders here. Patterning's good, but maybe doing a little more structure of reshaping the curve on slider (1) would probably work much better than the current. Because in my personal view of this, it nearly looked a bit steep when there's another similar slider in rhythm after it. Either you could redo something here, or usually trying a symmetry here perhaps. Well, you could just try your way to improve the aesthetics at least heh.
- 01:01:959 (4,2) - Pretty far overlap excluding the approach rate of the difficulty, but it can possibly be seen to be honest. But hey... overlaps are actually okay to implement on a map, but it should be used correctly. So, I'm quite certain you've tried your best here avoiding such awkward overlaps because of the distance spacing. However, I can give a little help for this part. Over these two sliders' bodies are technically collided, but what I think better is to only overlap slider (2)'s head and most of the body is visible. Pretty good for aesthetics and patterning in my opinion, but it's your call.
- 02:03:015 (3,1,2,3) - Ehh, this is literally the only 1/2 three-circles over all the difficulty, which kinda created a sharp spike by intensity. There are may ways of calming this rhythm composition down though, probably nerfing is also not a good idea as I thought. Maybe slider + circle (or vise versa)? Repeated slider? It's just kinda weird that the song track here sounds too great for an impact by clicking them out. But a spike is probably going to be a big issue, I assume.
[- - Hard - -]
- 00:10:198 - The same thing from the first issue of hitsound lacking.
- 00:38:085 (4,5) - The structural flowing from circle (3) towards slider (4) doesn't seem to be the smoothly way of players' cursor movements, while it is almost definitely a sharp turn or something that flows pretty uncomfortable. To find a little solution for that, maybe doing some flipping/rotating this slider would work something out. Like this one, for example. You can try the sample one, if you don't mind the overlap. Or you can do similar to this if you dislike the structure.
- 00:54:353 (3,4,5,6,7,8) - The distance spacing in each and every circle is probably looked a bit random, like it's going over approximately 1.5x and goes lower or higher overtime without bearing the note density or the intense of the song track. I understand the patterning about this, but this should also be an objective. Since each of the melody has it's own density, and it shouldn't constantly be increasing into larger distance spacing to the end and become ridiculously too hard. So instead, keeping a balance of using high spacing for the latter ones. Like 00:54:353 (3,4,5,6) - having the same distance spacing for the similarity sound where the intensity is basically all the same (1.4x or 1.5x), and 00:55:410 (7,8,1) - are the larger ones (approx 1.8x) for a little bit of the build up.
- 01:06:607 (3) - Does this 1/4 repeat sliderkick actually follow something? Because hearing with a slower playback rate over this part more than thrice, there's no kinds of hi-hats or rides that could possibly make this part considering a triple hit compared to 00:26:043 (3) -. So, redoing the rhythm composition here should be done.
- 01:24:142 (4,1) - Well, this sounds pretty much great as an impact of the kiai hitting up. So, I wondered why shouldn't this part be something like, a small jump or something that gives the intensity as an emphasis for this one. Perhaps you could at least slightly extend the distance spacing a little more, but just be careful if you're going to apply while the patterning is kinda near an edge of the gameplay field. If not, it's not technically a necessity or a must-do issue.
[- - Shinenite - -]
- 00:16:114 (6) - I would prefer the flowing of the patterning here goes onward the next note, which is slider (1), rather than downwards. So a Ctrl + G may suit best for the structure just after the previous notes, creating a better circular flowing.
- 00:19:071 (2,3) - It's not really that bad though. But I don't get why in another similar part on 00:26:043 (3,4) - that has a different kind of, and bigger, distance spacing than here. While the downbeat on 00:19:494 - is as great as the other part, I might suggest doing the same here for distance spacing consistency.
- 00:26:783 (5) - To be very honest, the 1/4 beat here you're trying to follow is barely audible by background music, or there's no beat at all. This may consider overmapped or overdone in rhythm composition most of it while almost all players actually follow main tracks and major downbeats to keep up with the song, but really. I've literally did not hear any beat over this specific beat, so it's best you remove it. Or in the other hand, you could move it onto the next blue tick on 00:26:994 - if you don't mind circle removals.
- 00:48:015 (3,4) - 00:48:860 (6,1) - Why the distance spacing difference over these two downbeats while the density sounds the same as incomparable? The song track's intensity is probably the same but all. So it would be nearly the same issue as for balancing on the Hard difficulty.
- 01:11:888 (5) - No wonder why the structure affects flowing a lot more weird around these sections. But for this part of aesthetics and that, why not flipping this slider and curve it above? Something like this would improve a little bit. Well, it shouldn't always be the best structure of mapping this kind of flow.. but it suffices for any subjectives at least.
- 01:17:909 (2) - 01:24:670 (2) - 01:38:191 (2) - Over all these parts, it is nearly the same issue of the 1/4 beats having no actual purpose in following any track in the music. The same reasoning as 00:26:783 (5) -
- 01:21:184 (1) - Isn't this way too much? I mean, the 1/8 snapping in division of this repeating sliderkick doesn't really make sense along with the song track, even with the ride sounds in the background music that's clearly heard but not rapidly streaming. Since it is also not distinguishable in rhythm, I highly suggest following the usual 1/4 drum lines instead of creating a compound of 1/8 repeatable-snapped sliderkick.
- 01:44:846 (1,2,3,4,5,6,7,8,9,10) - Starting from this section after many linear structures and sliders, it's probably getting a little repetitive sticking with only one single structure while you have many ways of creating good variations out of it. So it's better to make the differences over this section at least. By simply curving the triplets/sliders for tweaks, or creating a few more shapes in terms of aesthetics.
[- - Savage - -]
- - So, there's an unsnapped inherited point on 01:50:331 - which seems like a mistake, or overlooked on the timing setup. So ehh, resnap it on the white tick just after it.
- 00:43:156 (1,2,3,4) - Okay, this... is probably a little bit of something that's not likely to be good in use of the structure. The angle of the turning is way too sharp when moving onto the stream, and is not pretty comfortable in movement in my opinion. You could try flipping/rotating the slider that it's slider tail should move towards the circles, or redo the placements of the streams if you want to keep the flow before this one.
- 00:58:156 (5,6,1) - The overlap here doesn't seem right though, the placement of circle (1) is kinda out of context too. It's not wrong to attempt to make a back-and-forth, but this one doesn't seem to work well as that. So reconsidering this to find another grid of placement rather than placing it awkwardly in-between the spaced triplets.
- 01:52:029 (1,2) - Hmm this feels a bit close enough by distance spacing, no? It's 0.8x, so I assume that. Try to, at least, move 01:52:452 (2,3) - lower and flip it vertically with Ctrl + J so it could possibly be approximately 0.9x somehow. Or you could do something else here other than moving it lower or so, just as long as the issue counts.
- 01:59:846 (1,2,3,4,5,6,7,8,9) - I can see this is a very clear and obvious copy-paste from the part on 01:53:086 (1,2,3,4,5,6,7,8,9) -. Since in this very present, objectives like these are now a thing for ranking a beatmap in process(if you're going to). So to show a little more effort in almost all sections of the difficulty, you may need to remake this part for it's sake. But likely, it's not likely to feel that it's some "laziness overcome" or somewhat reason. It's just that it kinda takes away all the potential patterns and such where you can already have the chance to make every single pattern more exciting overtime and through the whole difficulty. Of course, isn't this the hardest difficulty? ~
The map was pretty good to me personally! There are just some things that may need more tweaks in order to improve the structures in the difficulties I modded. I would recommend focusing on aesthetics, patterning, and a few rhythm stuffs because that was mostly mentioned on this post and mainly an objective to look through, or thorough. Still not really ready, needs a little more work over it, and maybe getting more mods is a good idea too. But afterwards, I hope you find this useful!