Hello! Forgive me for the huge delay, I've been quite busy lately. So... M4M~ A mod in return as promised!
[- - Easy - -]
[- - Kuijinn - -]
[- - Stingy - -]
[- - Light Insane - -]
[- - Spark - -]
In my honest opinion, the mapset looks pretty solid. You could've tried to polish some of the structures in some difficulties, especially the mid difficulties at some point. Overall execution and concept was pretty much fine though. Just some issues about the hitsounding and a bit of rhythm and emphasis in harder difficulties that needs more tweaking and refinements.
That is all for now, great song~
Best of luck!
[- - Easy - -]
- 00:38:867 (1) - Well, the offset's volume level just made this spinner quite too loud as far as I can hear, especially the end of it. I would suggest reducing the volume to somewhere like... approximately 50%-60%? Because it's a long intro before the spinner, it might probably be best to keep the objects' audibility down somehow.
- 00:55:324 (1) - At the very end of this slider, it could've been a drum clap that would amplify the percussion here rather than soft. You also did add some drum claps after this part. So, just saying it here in case you care about consistency.
- 01:47:438 - Nearly the same thing about the volume stuff on the first mod, but kinda a little different this time. This part as well a little too loud based on the volume set, since the song track over this section doesn't seem to have a huge impact right before the chorus drops. So it might okay if you'd lower the volume here too.
- - Speaking about volume that is hitsound-related, I can really tell that it applies onto some of the other difficulties in the set too. This difficulty is quite okay enough for me honestly, but you've probably need to pay more attention to volume control next time.
[- - Kuijinn - -]
- 00:58:067 (1,2) - Maybe you could try something much appealing here by using the structure here. I might say these two sliders can be flipped vertically and adjust a few placements for this kind of structural flow or something similar. Not actually the most perfect pattern to suffice a smoother flow, but at least it may help out the execution of structure at some point.
- 01:38:524 (3,4) - Technically, I don't really find this pattern coherent having a strange overlap, especially when it comes to normal difficulties. But really, I don't really recommend such clustered sliders and overlapping in a very strange way of executing the pattern. I would mind to make these two sliders split, and do the other way around. You could at least do something similar with a way you've previously did on 01:33:038 (3,4) - for visibility and consistency too.
[- - Stingy - -]
- 00:51:552 (5) - There's this pitched melody on this part that has a pretty clear beats. I'd probably say, it might be a lot better if this slider would be replaced to two circles in order to emphasize the melody much dense and suitable. It might make the rhythm composition a little out of nowhere, but it'll work much better in comparison to the slider.
- 01:14:181 (7,1,2) - In my point of view, that kinda looks a bit clustered looking by the structure and some stacking usage over there. Would probably overlap (7) and (2) rather than stacking it up with a slider head and tail. You could try to map it out by using slider (2)'s straight angle behind slider (7)'s head afterwards, something like this might inspire you or something else in a weird way.
- 01:35:438 (2) - I guess you missed a hitsounding spot here for keeping up with the percussion? Might you wanna add a clap here for sure. Just saying..
- 02:08:009 (4,5,6,7) - You almost did something pretty good here, almost. The overlapping between the two sliders were okay, but the next few circles kinda disintegrate the structural flow somehow. So it's either because of the next three circles' placements, or the slider position could be a little misplaced. I would actually suggest to either flip the slider's position and redo the curve a little, or maybe make the slider flow towards the next circle, or move away one of the three circles. Well, there are many options somehow, but you may do it your own way.
[- - Light Insane - -]
- 00:51:552 (2,3,4) - I think this triangle could've been done the opposite of where its heading of flow, because of the previous slider's positioning. Could just easily select all these three circles and do some of your Ctrl + G way of mapping or so. That being said, It'll also stack up a circle on slider (5)'s head which makes it a little dense enough to barely notice the change of the emphasis between the notes and the song track.
- 00:54:295 (2,3) - Well, that's somehow an unnecessary small jump on a calm part that's merely close to the buildup section or something. You could've done it on 00:55:152 (4,1) - instead, but it was already been done. So why creating such jump here only for the sake of structure? You might wanna reconsider this or something.
- 01:04:924 (2) - How about adding a new combo here? You've probably added a few of them each snare that lands in the song track to perform a distress stream, so adding just one more on this streaming slider would literally give you the glimpse of combo consistency with 01:03:552 (1,1,1) - .
- 01:13:838 (3,4,1) - Over these couple of jumps, there's this differential jump intensity that could be a little contradictory. I mean like, one of the jumps is probably bigger than another and it's most likely one of those jumps doesn't fit the song track's dense parts in order to amplify the intensity. Let's say, the two linear sliders on 01:13:838 (3,4) - has a spacing of above 2.7x while the other jump on 01:14:181 (4,1) - is partially smaller than the previous. I'd simply say, you may wanna swap them out by placing them a little closer. You can keep the patterning for the aesthetics if you want, but just try to reduce the huge jump on (3) and (4).
- 01:27:209 (1,2,3,4) - To me, I kinda feel this part over those notes somehow lacks a bit of hitsounding. The drums over the song track's background is distinctly audible and would be worth adding some hitsounds for it to amplify. Would recommend drum sampleset hitsound for the music change though.
[- - Spark - -]
- 00:43:667 (1,2,1) - 00:54:638 (1,2,1) - There's some small visual issue with these two parts around this particular section of the song track. You've quite used some 2/4 rhythm compositions here, yeah. But the distance spacing could really tell the huge difference over these two. That being said, the second part is actually a lot bigger than the first one due to the buildup section. But visually, it could probably be a little tricky to players on gameplay with these two having the same rhythm but different structuring. You might need to be a little more consistent towards spacing mostly or somewhat.
- 01:27:209 (1,2,1,2) - Exactly the same thing about the hitsounding, and therefore as well the next section after the note that has a finish hitsound on 01:28:238 -.
- 01:29:095 (8,9) - 01:31:838 (8,9) - 01:33:209 (7,8) - 01:37:324 (8,9) - 01:42:809 (8,9) - Alright, this may lead to something much major than the other issue about distance spacing. Probably all these parts, and the rest of those similar to these, are literally inconsistent based on execution and correspondence to emphasis. And because of that, this whole section of the song track's sound waves and drums technically sounds the same by density. So there's no actual reason to vary such spacing or patterning in terms of relevancy or emphasis. I highly recommend to comprise the unnecessary jumps that's after the five-circle streams to progress the flow at the same rate. For short, consist the jumps equally by distance spacing.
In my honest opinion, the mapset looks pretty solid. You could've tried to polish some of the structures in some difficulties, especially the mid difficulties at some point. Overall execution and concept was pretty much fine though. Just some issues about the hitsounding and a bit of rhythm and emphasis in harder difficulties that needs more tweaking and refinements.
That is all for now, great song~
Best of luck!