Modderman here with a mod as requested even though the mapset isn't finished but you're an eager beaver
Good luck with your map! Can't wait to see the Platter
[ Chara's Rain ]
So first playthrough on this it was noticeable pretty quickly to me that there's some very ambiguous and weak dash distances used throughout this difficulty. This section is a good example.
00:38:357 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Outside of the hyperdashes here this is all quite trivial to walk. A lot of notes are spaced around 1.20x DS which is undoubtedly a walk but then some are spaced closer to around 1.40x / 1.50x which is where things start to get ambiguous. It's still possible to walk this distance but it's also still an incredibly weak distance for a dash. I'd really recommend to go through your map and buff the distances on the dashes throughout to around 1.70x DS, certainly no lower than 1.60x DS
Sc4's Rain ]
Spec's Overdose ]
Shinimodori ]
So first playthrough on this it was noticeable pretty quickly to me that there's some very ambiguous and weak dash distances used throughout this difficulty. This section is a good example.
00:38:357 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Outside of the hyperdashes here this is all quite trivial to walk. A lot of notes are spaced around 1.20x DS which is undoubtedly a walk but then some are spaced closer to around 1.40x / 1.50x which is where things start to get ambiguous. It's still possible to walk this distance but it's also still an incredibly weak distance for a dash. I'd really recommend to go through your map and buff the distances on the dashes throughout to around 1.70x DS, certainly no lower than 1.60x DS
- 00:37:238 (1) - Starting this spinner on the blue tick after 00:35:969 (1) - is sadly unrankable at this BPM in a Rain. You need at least 1/2 a bar gap before the start of a spinner so I'd move this to start at 00:37:313 -
- 00:46:716 (1,2,3) - I feel this sort of stuttered movement stream at this BPM is too hard for a Rain. I'd recommend to use a more conventional or at least nerf the distances between these notes so the movement needed here is more forgiving
- 01:13:581 (3,4) - This feels a bit overdone. Across screen antiflow hypers that are a bit of a difficulty spike and a huge amount of emphasis on a couple of sounds that really don't seem to deserve it. I'd really nerf both the distance and the intensity of the antiflow here
- 00:08:805 (2,3) - Dash between these is quite uncomfortable after the antiflow movement of 00:08:357 (1,2) -. I'd recommend just making this a walkable distance
- 00:13:805 (7,1) - That's quite a high distance for 1/4 at this BPM in a Rain. You'll certainly want to nerf this distance so the hyper isn't so strong and maybe consider curving 00:13:880 (1,2,3,4) - a little more so it's easier to jump in to
- 00:14:178 (5,6) - Would also help to curve this a little more as it requires a fairly quick direction change
- 00:16:865 (1) - This slider ends on a very strong sound, you could end this earlier at 00:17:760 - and have a hyper to a note at 00:17:910 - instead
- 00:21:342 (4) - This flow stopping slider is really unnatural to play, I'd get this slider tilted either left or right so it has some flow to it
- 00:52:387 (5,6,7,8) - This antiflow stream jump is really harsh, nerfing the distance and curving this a bit more would be great
- 01:04:029 (3,4) - This is a really weird pattern to play, considering it's up against the left of the playfield I'd suggest just making this a c shaped curve instead
- 01:08:805 (1,2,3,4) - That's some Overdose tier distance and antiflow, hit it with the nerf hammer
- 01:15:969 (3) - I'd point this to the left instead of right. The sound on 01:16:118 - is pretty weak and I don't feel it's deserving of the direction changes
- 01:16:566 (1) - Same suggestion here as at 00:16:865 (1) -
- 00:16:865 (1) - This slider ends on a very strong sound, you could end this earlier at 00:17:760 - and have a hyper to a note at 00:17:910 - instead
- 01:05:820 (1) - There's almost no distance to this from 01:05:223 (3) -. It's very weird to play and I don't think this was intentional
- 01:16:566 (1) - Same suggestion here as at 00:16:865 (1) -
- 00:14:477 (1,2,1) - These all end on fairly prominent sounds. You could end these all 1/2 a beat earlier and have hypers to notes where they currently end. If not at 00:14:477 (1,2) - at least on 00:16:865 (1) - as it's the most prominent of all
- 00:18:730 (3,4,5,6) - This feels quite overmapped especially with the large distance. I think getting rid of 00:18:730 (3,4) - and replacing them with just a lone note on 00:18:805 - would be much more fitting
- 00:37:910 (2,2) - Possible to move these to about x:228? Just makes this a little easier to catch after the hyper. Also these crashed my osu! ;_;
- 01:14:178 (1,2) - Same suggestion for these two as 00:14:477 (1,2) -
Good luck with your map! Can't wait to see the Platter