Hello, from my queue. This was being edited as Cris_1 posted his mod, so my mod may conflict with his.
general
Some of these maps contain unsnapped inherited points, meaning that some green lines don't land on a tick. This is problematic, since the more green lines there are, the longer the download speed, and you have these redundant green lines sitting in your Simple and Mkguh's difficulties:
00:48:668 - snap to 00:48:670
00:59:168 - snap to 00:59:170
01:00:668 - snap to 01:00:670
01:06:668 - snap to 01:06:670
01:07:043 - snap to 01:07:045
Also keep your custom combo colors consistent across your difficulties. Extreme and Shadren's Hyper contain custom combos but none of the other diffs.
Change AR on Shadren's Hyper to 9 or 8.5 for conventional purposes.
In the higher difficulties, I occasionally make comments about the distance snapping. I'm doing my best to preserve the map's difficulty, but I also want the map to be visually appealing. Just note this as you read the mods.
simple
00:34:045 - Feels like it's missing a note. You could add a circle here for rhythm emphasis and to not impose slider-heavy rhythms on the player.
00:41:170 (4) - It doesn't really make sense to have a long slider here. Everything around it is the same 1/1 slider and here you place down a random 2/1 slider. Shorten it to a 1/1 slider to keep things consistent and add a circle at 00:41:920 to keep a similar rhythm.
00:42:670 (1,2,3,4) - Imo I think putting the clap hitsounds on the slider end sounds better and emphasizes the buildup better.
01:06:576 - Redundant inherited timing points here. Remove them for faster download speed.
01:18:576 - ^
01:24:295 - ^
01:25:513 - There's a lot of redundant inherited timing points at this kiai section. I think these came from your harder difficulties, which you don't need in easy difficulties. Remove every point that you aren't using.
01:36:295 - ^
01:37:513 - ^
01:47:732 (3) - There shouldn't be a hitsound here, use an inherited timing point to perhaps use a different hitsound.
mkguh's average
01:35:920 (5,6) - Maybe use a rhythm like this:
It emphasizes the vocals and still makes the map fun to play.
mkguh's challenging
00:33:670 (1,2,3,4,5,6) - In the previous combos the whistle hitsounds sounded really nice, but here you sacrificed the hitsounds for a rhythm that works,
but I still missed the hitsounds. Try to construct a rhythm that still emphasizes the same beats but also includes the whistle hitsounds.
00:40:982 (4,5) - Blanket for visual appeal.
00:43:420 (2,3,4) - (4) looks awkwardly placed, it doesn't create any symmetry. Why not move (4) to improve the symmetry?
00:44:920 (5) - Blanket for appeal.
00:46:420 (3,4,1) - Same as the 'awkwardly placed' comment above, this time (4) looks awkwardly placed.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:16:982 (5) - This slider end randomly has a whistle hitsound on it, doesn't seem fitting.
01:34:232 (2) - I suggest adding NC here since you added a NC at 01:32:920 (1) where the vocals transition into a different part of the chorus, while here you just let the combo be.
shadren's hyper
00:55:420 (1,2,3,4,5) - Personally I think still using a stream followed by a repeating slider would be nice, similar to what you did at 00:54:670 (1,2,3,4,5),
the previous combo.
00:56:170 (1,2,3,4,5) - Here you should use a repeating slider followed by a stream, which represents the small transition in the buildup. To put it simply, the two changes above simply reverse the rhythm of 00:55:420 (1,2,3,4,5) and 00:56:170 (1,2,3,4,5) around.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
extreme
00:57:670 (1,2,3,4) - Change these sliders to 1/4 repeat sliders to accompany the streams right behind the combo.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:22:795 (1) - This note probably shouldn't be farther away from 01:22:607 (2), perhaps keep the distance snapping at 1x since this is still the same drum sound as 01:22:420 (1,2) are.
Some of these maps contain unsnapped inherited points, meaning that some green lines don't land on a tick. This is problematic, since the more green lines there are, the longer the download speed, and you have these redundant green lines sitting in your Simple and Mkguh's difficulties:
00:48:668 - snap to 00:48:670
00:59:168 - snap to 00:59:170
01:00:668 - snap to 01:00:670
01:06:668 - snap to 01:06:670
01:07:043 - snap to 01:07:045
Also keep your custom combo colors consistent across your difficulties. Extreme and Shadren's Hyper contain custom combos but none of the other diffs.
Change AR on Shadren's Hyper to 9 or 8.5 for conventional purposes.
In the higher difficulties, I occasionally make comments about the distance snapping. I'm doing my best to preserve the map's difficulty, but I also want the map to be visually appealing. Just note this as you read the mods.
00:34:045 - Feels like it's missing a note. You could add a circle here for rhythm emphasis and to not impose slider-heavy rhythms on the player.
00:41:170 (4) - It doesn't really make sense to have a long slider here. Everything around it is the same 1/1 slider and here you place down a random 2/1 slider. Shorten it to a 1/1 slider to keep things consistent and add a circle at 00:41:920 to keep a similar rhythm.
00:42:670 (1,2,3,4) - Imo I think putting the clap hitsounds on the slider end sounds better and emphasizes the buildup better.
01:06:576 - Redundant inherited timing points here. Remove them for faster download speed.
01:18:576 - ^
01:24:295 - ^
01:25:513 - There's a lot of redundant inherited timing points at this kiai section. I think these came from your harder difficulties, which you don't need in easy difficulties. Remove every point that you aren't using.
01:36:295 - ^
01:37:513 - ^
01:47:732 (3) - There shouldn't be a hitsound here, use an inherited timing point to perhaps use a different hitsound.
01:35:920 (5,6) - Maybe use a rhythm like this:
It emphasizes the vocals and still makes the map fun to play.
00:33:670 (1,2,3,4,5,6) - In the previous combos the whistle hitsounds sounded really nice, but here you sacrificed the hitsounds for a rhythm that works,
but I still missed the hitsounds. Try to construct a rhythm that still emphasizes the same beats but also includes the whistle hitsounds.
00:40:982 (4,5) - Blanket for visual appeal.
00:43:420 (2,3,4) - (4) looks awkwardly placed, it doesn't create any symmetry. Why not move (4) to improve the symmetry?
00:44:920 (5) - Blanket for appeal.
00:46:420 (3,4,1) - Same as the 'awkwardly placed' comment above, this time (4) looks awkwardly placed.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:16:982 (5) - This slider end randomly has a whistle hitsound on it, doesn't seem fitting.
01:34:232 (2) - I suggest adding NC here since you added a NC at 01:32:920 (1) where the vocals transition into a different part of the chorus, while here you just let the combo be.
00:55:420 (1,2,3,4,5) - Personally I think still using a stream followed by a repeating slider would be nice, similar to what you did at 00:54:670 (1,2,3,4,5),
the previous combo.
00:56:170 (1,2,3,4,5) - Here you should use a repeating slider followed by a stream, which represents the small transition in the buildup. To put it simply, the two changes above simply reverse the rhythm of 00:55:420 (1,2,3,4,5) and 00:56:170 (1,2,3,4,5) around.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
00:57:670 (1,2,3,4) - Change these sliders to 1/4 repeat sliders to accompany the streams right behind the combo.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:22:795 (1) - This note probably shouldn't be farther away from 01:22:607 (2), perhaps keep the distance snapping at 1x since this is still the same drum sound as 01:22:420 (1,2) are.