Hello, i'm here to mod.
[TERROR]
Map looks sweet, however, similar to my previous mod on one of your maps, it also has a few inconsistencies relating to difficulty of similar parts in the song too large for me to look over. Adding to that there could be some emphasis issues and some seemingly way too uncomfy patterns.
[Aven4]
On this difficulty I am generally a bit against a few rhythm choices. At times choices between going circles or sliders seems arbitrarily done without much relation to the song. It looked like you were going for patterning ideas in mind, dismissing the song as nothing is happening differently on several occasions.
[TERROR]
Map looks sweet, however, similar to my previous mod on one of your maps, it also has a few inconsistencies relating to difficulty of similar parts in the song too large for me to look over. Adding to that there could be some emphasis issues and some seemingly way too uncomfy patterns.
- 00:21:321 (5,1) - I admit that the movement feels nice here, but the jump is cross screen, while at it, it seems like it is the biggest one in the map lol. It's usage on a not so important note is what is disturbing me a bit. https://osu.ppy.sh/ss/9452027 By placing it similar to this the jump will have the same movement, except it now makes sense with the song by not being cross screen. Of course further pattern adjustment is up to you.
- 00:26:912 (1,2,1,2) - Another example of where the jumps feel fairly nice, but comparing it to any other part in the map on the same sounds, it is way too different and harder to land. 00:29:094 (1,2,3) - This is an example where you went 1/4 sliders and less spacing for some reason on same sounds. 00:31:412 (2,3) - An example on where you made a very passive pattern on the same sounds you did much more difficult patterning. Generally my advise is to find a hotspot on what patterning difficulty is the best for all those similar sounds in the song I mentioned and map all according to that difficulty. When going freely with patterning it is always advised to keep the difficulty of them similar, not doing that doesn't feel like it correlates to the song. If you intend on redoing the patterns, keep in mind that they should be easier than 00:32:912 (1,2,1,2,1,2,1,2) - since it is the most intense part of the section, and deserves its own difficulty to be higher than the other examples.
- 00:46:821 (1,2,1) - Dunno how much you care about movement/flow on not so hard parts but these angles are what players generally dislike. This pattern 00:59:912 (1,2,1) - has a sharp jump to (1) which other's of the same sound don't have, and should be reworked in correlation the others. The others seem to all have those wide angles, just in case you want to please some players you might consider doing sharp jumps ;p. I don't recall anyone hating sharp jumps except extreme pp map haters, but this ain't a pp map.
- 00:50:639 (2,1) - Comparing this jump to any counterpart you could see that it much larger and adding to that a bit uncomfortable. The inconsistency is too large, and should be adjusted in correlation to other patterns like 00:46:275 (2,1,2,3) - or 00:55:003 (2,1,2,3) -
- 00:59:094 (1,2) - Hmm doesn't look appealing because the overlap is inconsistent (the blanket or w/e), not perfect, and generally overlapping whole slider with a really low amount where their lines collide is generally consider bad looking idk.
- 01:18:935 (1,2,1,2,1) - The patterning here is way too unconventional. The player is forced to break their momentum many times while being forced after that to move extremely fast on the sliders. Generally for extremely fast SV's you should most usually consider the flow to be circular or linear, especially if the spacing between the sliders is big. https://osu.ppy.sh/ss/9452185 in my example I did some more pleasant flow. When you're about to go fast, it is usually done with a previous momentum, not with one artificially made. Today 2 testplays, players gave up on following the sliders fully(3digits).
- 01:23:912 (1,2,3) - I'm sorry but there don't seem to be any intense sounds on all of these 3 notes (just 2), so a very spaced triangle doesn't correlate to the song in any way I can understand.
- 01:30:185 (1,2,1,2) - This pattern reminds of a very usual pattern where a circle next to two kicksliders is placed really close to them. However in this case, the two circles are ctrl+g'd and is too much against usual mapping conventions for this pattern to be likeable lol. Generally, https://osu.ppy.sh/ss/9454454 by doing something like this it should be much more enjoyable to play, in its current state the movement feels too artificial and hard. https://osu.ppy.sh/ss/9454462 This also fits probably even better, but you'll have to readjust the subsequent patterns a bit more.
- 01:36:185 (1,2,3) - The composer imo seems to have intended a reducement in intensity here, since other than the rhythm not being that fast anymore, the background noise is tuned down. Putting a little stop to the intensity should, other than fit the song better, make further patterns that much enjoyable. I advise SV of 1.5x to 2x.
[Aven4]
On this difficulty I am generally a bit against a few rhythm choices. At times choices between going circles or sliders seems arbitrarily done without much relation to the song. It looked like you were going for patterning ideas in mind, dismissing the song as nothing is happening differently on several occasions.
- 00:18:185 (3,1,2) - First comparison that comes to mind is this. The song has constant synth sound on the red tick like 00:18:048 - and 00:18:594 - , but there are exceptions in the song, when the red tick 00:18:321 - has an additional vocal. Generally you'd want to acute some more distinct sounds in a section in order to make a better relation to the song. By actively mapping most vocals on red ticks like 00:18:321 - 00:18:866 - 00:19:412 - you will differentiate them from the other red ticks that have the constant synth going meaning it will better relate to the song. Now going back to the example, in order to understand better what I mean is to turn 00:18:185 (3) - into two circles, resulting in the red tick vocal being mapped, and change 00:18:457 (1) - into a slider, since the red tick is more fitting to be a sliderend because it has nothing important to it. 00:23:094 (1,1) - Some more examples of where you could make the sliderend actively mapped. Of course if you agree, this section might need a remap..
- 00:19:821 (1,2,3,4,5) - The spacing on these seems to be too large in comparison to the rest of the section since its in 1/4. 00:24:185 (1,2,3,4,5) - especially goes for this one, the spacing is bigger than the default choice of 1/2 spacing on the section.
- 00:46:275 (2,3) - In the rest of the section you tend to use bigger jumps and not so direct flow for this particular pattern where a 1/4 slider goes into a 1/2 one.
- 01:03:594 (2) - Comparing it to 01:04:139 (5) - it is fairly quiet and doesn't contain the deep bass + synth that that the other one has. Yet it is mapped identically. Ideally you'll want to make the weaker note a sliderend or give it lower spacing.
- 01:04:548 (1,2,3) - The vocals going faster compared to the previous pattern in this section suggests that the map should complement that with more circles and harder difficulty. By making all of these into circles every red tick with vocals will be filled, which is the way to go imo since it will be more intense to better follow the intensity of the song.
- 01:05:094 (3,5) - The synth (guitar?!?) notes appearing here are also fast going in 1/2 intervals, yet in the map it is all filled up with sliders without any particular change in the map to complement those additional sounds. Ideally if you follow my previous suggestions, and if you decide on turning these into circles, they should be differentiated as they're a different sound layer, so doing stacks or low spacing on these sounds would be the way to go.
- 01:05:912 (4,5) - Don't understand at all why this jump is large compared to anything else in the section.
- 01:07:821 - 01:10:003 - This interval contains similarly mapped notes, so all suggestions that I've said on this section are meant for this too.
- 01:10:139 (2,3,4,5) - Uhm them having different spacing emphasis than 01:05:639 (1,2,3,4,5) - doesn't seem to make sense at all when they're identical sounds.
- 01:12:185 (1,2,3) - Another example where a random note that isn't vocals or any particular synth / drum on the red tick is mapped same like one that has more intensity in the song to it 01:12:866 (5) - .
- 01:13:275 (1,2,3) - Similar issue I have pointed out recently where the vocals are going faster but the rhythm in the map is slowing down with slider usage.
- 01:14:094 (5,6) - Giving such huge notice to this particular synth sound makes me further put into question your dismissing of it on previous patterns like 01:09:730 (5) - .
- 01:24:185 (1) - Okay so let's try to analyze this. Let's say that the scream HZ is about 255 since its human maximumim... Calculating on this bpm 32 notes on 1/8 will happen in 1 second. 1/16 is 64, 1/32 is 128, 1/64 is 256. So that means in order to make this fit the song you'll have to multiply the bpm by 4x and snap on 1/16. Good luck on that. Tldr it's a good idea to use a slider or a spinner instead since following vocal pitch in HZ is not how much osu! has developed yet.
- 01:25:685 (3,4,5,6) - Like I've mentioned 00:46:275 (2,3)
- Okay let me try to rationalize on why the spacing is a bit overspaced in the chorus. 00:49:139 (8,1) - 01:28:411 (8,1) - browsing the map a bit, I've found these as examples of drum emphasis on a note after a circle. This is a single note emphasis, therefore it is generally more acceptable to be big. While in this section, every jump is bigger than that emphasis even though its like all jumps. So by comparing a bit, I think that I've found the most acceptable spacing for the jump section https://osu.ppy.sh/ss/9455107 , that way it would make more sense with the rest of the map. However it gets a little more problematic 01:35:094 (1,2,3,4,5,6,7,8,9) - when you increase the intensity of the map, even though the song doesn't seem to have any louder 1/2 or a pitch increasing in the background. The spacing becomes incomparable to the rest on this spacing distance.
- 01:39:458 (1,2,3,4,5,6,7) - Another argument that may compel you to not increase of spacing in the first part of the kiai is that this, what I linked, has no increasment in spacing compared to its counterpart in the first part.
- 01:39:935 - pretty sure the 3stack should be here and not 01:39:798 (4) -