Here from my queue.
My map: https://osu.ppy.sh/s/688504
If my modding feels more like a paragraph, it means your map has more general issues than specific (large or minor), so using stuff like time stamps would be redundant.
[Play NOW!!!]
This will never get ranked. Visuals and flow are complete nonsense for a majority of the map, with hardly any or no strong visual connection in patterns, and between them. The map is a mess of ideas, if there even were any, and I would try and copy the other difficuulties for ideas, as they have a better grasp on how to make a coherent map.
That sounds a bit too harsh, but lemme explain in better detail why I believe this is true.
There is an easy trick to organizing a map, no matter what concept you are using.
1 - Decide on a clear idea. This could be conventional mapping (eg. jumps and streams in an easy to play structure.), or it could be one with a gimmick (like complex flow ideas). No matter what it is, please stay consistent with your idea, unless the song changes massivly, which on this map I would argue is not enough. An example of big change would be stuff like completely new instruments being used.
2 - Remember you are creating a map which matches the song. The easy way to manage this is to match rhythm and spacing to intense instruments. Maybe only use streams for drum rolls, and 1/4 sliders for other 1/4 beats. Maybe space everything with low spacing, but space drum beats with large spacing, and cymbals with even larger spacing.
3 - Hitsounding is meant to be complimenting, not overriding. If you think it isn't you may not be on default sound samples.
Really, watch any pishifat video, but I think explaining the easy way to map anything, and you trying to build from there would help best for you.
Example of 1 - 00:15:000 (7,8,9,1,2,3) - Keep spacing consistent between snappings.
Example of 2 - 00:02:564 (1,2,3,4,1,2,3,4) - Why are you spacing it this wide for the beginning? Keep in mind, spaced streams are supposed to be for massive intensities, and are normally found in 6 star maps due to their difficulty to play.
Example of 2 - 00:35:673 (1,2,3,4,5,6,7,8,9,10) - I can vaugly tell you are following vocals, but remember how rhythm works. The instrument (yes vocals are an instrument) is the one you wanna activly map, while less important sounds should be covered with low spacing, or slidertails. Slidertails are alot weaker than sliderheads, which makes me wonder why you used a slider like 00:36:450 (4) .
Example of 1 - 00:44:922 (6,7) - Please never use 1/4 jumps. They are a gimmick which need to be properly introduced to players, and way above the ability for a beginner to map properly. Just stack the stack on 00:45:000 (7) .
Example of 1 - 01:10:803 (2,3,4,5,6,7) - If you were to keep the map consistently badly flowing, it would make sense. If you used bad flow in a section where you used conventional spacing before ( 01:08:316 (2,3,4,5,6,7) ), and not much musical difference, it just feels likerandomly placed objects than one matching a song.
A rule of thumb to arguments, is that "can you make a valid argument against it"? If you can't then ur probs wrong. If there are ideas in here that I am contradicting, then explain why. If I can;t see a concept you are using, please make them clearer by being more consistent.
You can ask for a re-check if you remap it in PM.
[Fruity's extra]
Overall, not bad. Apart from the hitsounding, and jumps not being propperly spaced, you are on the right track.
The goal of hitsounding is to match a song. If the hitsounds begin to overpower the song, you are doing something wrong. Remember, map hitsounds to default hitsounds, or put the hitsounds you are using in your skin into the map's folder if you are not using default (you may be hearing it wrong, from skin related sounds).
00:04:119 (1,2,1,2,1,2,1,2) - Jumps like this give almost no contratst to the music. I would space them decreasing in spacing throughout the pattern to show the song's immediate changes.
00:05:206 (2,3,4) - Keep spacing consistent. There is not much in the song justifying that this should be spaced so differently.
How to use spacing for emphasis 101:
00:06:606 (1,2,1,2) - This is weaker than 00:07:228 (1,2,1,2) - , so should be spaced less.
00:08:316 (1,2,3,4,1,2,3,4) - Why are you using such a low intensity rhythm, when you used consecutive jumps earlier. Please keep intensity of objects and gameplay simular to the song. (eg, song intense, map intense, and never shall the twain cross)
00:15:621 (2) - sounds distinct from 00:16:243 (2,2) - , so why is it also mapped with a slider? If the song changes, change your mapping.
00:17:798 (3) - Why is this spaced so low for a cymbal?
00:21:683 (1,2) - Same with this ^
00:40:336 (5,6,1) - I would space 5 to 6 small, and 6 to 1 larger, as 1 is the downbeat (big white tick).
00:41:891 (1,2,3,4,5,6,7,8) - Intensity doesn't increase by this much. I would use sliders, as to not make the jumps in the kiai or elsewhere feel meaningless.
If you space like 00:49:197 (6,1) - for this sound, why didn't you continue spacing like that for 00:49:818 (3,4) ? Intensity changes should be gradual, while instrumental emphisis should be prominant object to object.
00:52:927 (8,1,2,3) - Stack properly for aesthetics
00:58:989 (6,1) - Spacing in the kiai feels random, as you seem to just space whenever you want. This is an example of a sound you space say here 00:57:901 (6,1) , and yet you space with blanket here. The easy way to space objects, is to choose an instrument to space to (like say large spacing for drums, and normal spacing for everything else). If you can do this, the map may actually reach rank standard :thinking:
01:11:114 (4,5) - I would try and keep my map consistent. If you change ideas with no appreciation to the changes in the song, it defeats the point of mapping in a rhythm game (don't look at haitai). Choose some ideas you find best in the map, and keep it the same when the music is about the same (eg low and high intensity).
01:29:611 (1,2,3,1,1,1) - As you have never used NCs like this anywhewre else in the map, I instinctivly played it in 1/3 (as there was no telling what else it could be). This is clearly not your intention, which is why I would ask you to keep this a regular combo.
[toohooz's insane]
Wow, a decent map.
(I will name parts parted by your bookmarks. 7 is kiai)
I would personally use higher contrast between intensities. Lower spacing in part 3, as it just feels way too intense. If you nerf the calm part, it will make the normal sections stand out more, and reflect the music better.
Also the kiai doesn't have the energy it needs to be a kiai.
I personally don't believe flow is much of an issue, so don't take this comment with urgancy, but it is here if u wanna improve.
00:58:057 (1,2,3,4) - Jumps like this, while not much of a pain to play, and bad on it's own, is inconsistent with jumps elsewhere in the kiai like 00:55:880 (2,3,4,5,6) . Keep flow generally the same. I personally will just not use flow emphasis until you know entierly what you are doing (eg few ranked maps). You can try changing flow from section to section, but don't go for object-object emphasis like spacing.
My map: https://osu.ppy.sh/s/688504
If my modding feels more like a paragraph, it means your map has more general issues than specific (large or minor), so using stuff like time stamps would be redundant.
[Play NOW!!!]
This will never get ranked. Visuals and flow are complete nonsense for a majority of the map, with hardly any or no strong visual connection in patterns, and between them. The map is a mess of ideas, if there even were any, and I would try and copy the other difficuulties for ideas, as they have a better grasp on how to make a coherent map.
That sounds a bit too harsh, but lemme explain in better detail why I believe this is true.
There is an easy trick to organizing a map, no matter what concept you are using.
1 - Decide on a clear idea. This could be conventional mapping (eg. jumps and streams in an easy to play structure.), or it could be one with a gimmick (like complex flow ideas). No matter what it is, please stay consistent with your idea, unless the song changes massivly, which on this map I would argue is not enough. An example of big change would be stuff like completely new instruments being used.
2 - Remember you are creating a map which matches the song. The easy way to manage this is to match rhythm and spacing to intense instruments. Maybe only use streams for drum rolls, and 1/4 sliders for other 1/4 beats. Maybe space everything with low spacing, but space drum beats with large spacing, and cymbals with even larger spacing.
3 - Hitsounding is meant to be complimenting, not overriding. If you think it isn't you may not be on default sound samples.
Really, watch any pishifat video, but I think explaining the easy way to map anything, and you trying to build from there would help best for you.
Example of 1 - 00:15:000 (7,8,9,1,2,3) - Keep spacing consistent between snappings.
Example of 2 - 00:02:564 (1,2,3,4,1,2,3,4) - Why are you spacing it this wide for the beginning? Keep in mind, spaced streams are supposed to be for massive intensities, and are normally found in 6 star maps due to their difficulty to play.
Example of 2 - 00:35:673 (1,2,3,4,5,6,7,8,9,10) - I can vaugly tell you are following vocals, but remember how rhythm works. The instrument (yes vocals are an instrument) is the one you wanna activly map, while less important sounds should be covered with low spacing, or slidertails. Slidertails are alot weaker than sliderheads, which makes me wonder why you used a slider like 00:36:450 (4) .
Example of 1 - 00:44:922 (6,7) - Please never use 1/4 jumps. They are a gimmick which need to be properly introduced to players, and way above the ability for a beginner to map properly. Just stack the stack on 00:45:000 (7) .
Example of 1 - 01:10:803 (2,3,4,5,6,7) - If you were to keep the map consistently badly flowing, it would make sense. If you used bad flow in a section where you used conventional spacing before ( 01:08:316 (2,3,4,5,6,7) ), and not much musical difference, it just feels likerandomly placed objects than one matching a song.
A rule of thumb to arguments, is that "can you make a valid argument against it"? If you can't then ur probs wrong. If there are ideas in here that I am contradicting, then explain why. If I can;t see a concept you are using, please make them clearer by being more consistent.
You can ask for a re-check if you remap it in PM.
[Fruity's extra]
Overall, not bad. Apart from the hitsounding, and jumps not being propperly spaced, you are on the right track.
The goal of hitsounding is to match a song. If the hitsounds begin to overpower the song, you are doing something wrong. Remember, map hitsounds to default hitsounds, or put the hitsounds you are using in your skin into the map's folder if you are not using default (you may be hearing it wrong, from skin related sounds).
00:04:119 (1,2,1,2,1,2,1,2) - Jumps like this give almost no contratst to the music. I would space them decreasing in spacing throughout the pattern to show the song's immediate changes.
00:05:206 (2,3,4) - Keep spacing consistent. There is not much in the song justifying that this should be spaced so differently.
How to use spacing for emphasis 101:
00:06:606 (1,2,1,2) - This is weaker than 00:07:228 (1,2,1,2) - , so should be spaced less.
00:08:316 (1,2,3,4,1,2,3,4) - Why are you using such a low intensity rhythm, when you used consecutive jumps earlier. Please keep intensity of objects and gameplay simular to the song. (eg, song intense, map intense, and never shall the twain cross)
00:15:621 (2) - sounds distinct from 00:16:243 (2,2) - , so why is it also mapped with a slider? If the song changes, change your mapping.
00:17:798 (3) - Why is this spaced so low for a cymbal?
00:21:683 (1,2) - Same with this ^
00:40:336 (5,6,1) - I would space 5 to 6 small, and 6 to 1 larger, as 1 is the downbeat (big white tick).
00:41:891 (1,2,3,4,5,6,7,8) - Intensity doesn't increase by this much. I would use sliders, as to not make the jumps in the kiai or elsewhere feel meaningless.
If you space like 00:49:197 (6,1) - for this sound, why didn't you continue spacing like that for 00:49:818 (3,4) ? Intensity changes should be gradual, while instrumental emphisis should be prominant object to object.
00:52:927 (8,1,2,3) - Stack properly for aesthetics
00:58:989 (6,1) - Spacing in the kiai feels random, as you seem to just space whenever you want. This is an example of a sound you space say here 00:57:901 (6,1) , and yet you space with blanket here. The easy way to space objects, is to choose an instrument to space to (like say large spacing for drums, and normal spacing for everything else). If you can do this, the map may actually reach rank standard :thinking:
01:11:114 (4,5) - I would try and keep my map consistent. If you change ideas with no appreciation to the changes in the song, it defeats the point of mapping in a rhythm game (don't look at haitai). Choose some ideas you find best in the map, and keep it the same when the music is about the same (eg low and high intensity).
01:29:611 (1,2,3,1,1,1) - As you have never used NCs like this anywhewre else in the map, I instinctivly played it in 1/3 (as there was no telling what else it could be). This is clearly not your intention, which is why I would ask you to keep this a regular combo.
[toohooz's insane]
Wow, a decent map.
(I will name parts parted by your bookmarks. 7 is kiai)
I would personally use higher contrast between intensities. Lower spacing in part 3, as it just feels way too intense. If you nerf the calm part, it will make the normal sections stand out more, and reflect the music better.
Also the kiai doesn't have the energy it needs to be a kiai.
I personally don't believe flow is much of an issue, so don't take this comment with urgancy, but it is here if u wanna improve.
00:58:057 (1,2,3,4) - Jumps like this, while not much of a pain to play, and bad on it's own, is inconsistent with jumps elsewhere in the kiai like 00:55:880 (2,3,4,5,6) . Keep flow generally the same. I personally will just not use flow emphasis until you know entierly what you are doing (eg few ranked maps). You can try changing flow from section to section, but don't go for object-object emphasis like spacing.