~Normal~
- 00:02:407 (1) - Curve it more to make it smoother: https://osu.ppy.sh/ss/9447428
- 00:07:094 (2) - Make this symmetric and place it at x:64 y:112 and after make the 00:08:032 (3) - straight with linear waypoints to make it smoother: http://osu.ppy.sh/ss/9447448 Here you can have the code (with next spacing fixed):
64,112,7094,2,0,B|64:168|32:192|32:192|64:224|64:280,1,180,2|0,0:0|0:0,0:0:0:0:
92,332,8032,2,0,B|164:332|164:332|192:344|192:344|284:344,1,180,2|0,0:0|0:0,0:0:0:0:
328,344,8969,1,2,0:0:0:0: - 00:34:282 (1) - I feel this slider too pushed on top side and it's almost covered by HP bar and I would avoid it tbh;
- 00:51:157 (3,4) - Well, just a personal opinion: this kind of spacing is often use for 1/4 snapping and even if the snapping is 1/2 with a correct spacing with distance snap it can still confuse players imo, I would just place the (4) somewhere else to avoid any kind of "misunderstanding" while playing. It should not be a problem to fix since after this there are just two elements before the start of the upcoming spinner;
- 01:16:938 - Just add a circle here to fill the stronger sound you can hear in the music, there is no need to keep this hole here (This applied to next kiais as well, so at 02:18:813 and so on);
- 01:42:719 (4) - It would be nice to edit this circle with an 1/1 slider so that you can add the missing clap on its tail;
- 02:10:844 (5) - For a better flow this slider should be curved to the opposite side because the circular pattern ends at 02:10:375 (4) - so the best way to make this slider connected better with the previous and next pattern (and to make it smoother) would be this one: https://osu.ppy.sh/ss/9447526
- 02:36:157 (1) - Considering the previous elements, this NC is unnecessary. Remove NC here and add it on 02:38:032 (3) - where the crescendo effect in the music BG is gonna to start;
- 02:41:313 (3) - I would just extend this slider by 1/2 deleting the next circle to make the pattern easier to play and read (consider that even if it's a Normal, it's still the easiest diff of the mapset so it would be nice to map this in the easiest way possible);
- 02:52:094 (5) - Apply the same logic I said for 02:10:844 (5) - so curve it to the opposite way so that you "break" the structure with a much more smoother pattern and way: https://puu.sh/ycwOV.png;
- 03:09:907 (4) - NC here would be nice due to the new vocal and to warn about the longer slider (and so about the rhythm change), same for 03:17:407 (3) -;
- 03:43:657 (3) - The intensity of the music is getting lower so I would just add some green lines with lower volumes to create a de-crescendo effect;
- 03:45:532 (1) - What about adding NC here to emphasize the last element of the beatmap since you could still keep mapping it? I think it fits nice.
- 00:32:407 (1) - (Nazi) Improve the blanket with previous slider with snapping last waypoint 1 grid up;
- 00:42:719 (2,3,4,5) - Weird and unflowing pattern to play, honestly. It would be a nice idea if you selected these two circles 00:42:953 (3,4) - and CTRL + G them to make the cursor movement much more smoother;
- 00:52:328 (2,1) - I don't think it's a good idea to blanket the (1) with (2) being they snapped 1/2 between each other since you did the same for 00:51:157 (1,2) - but they are actually snapped 1/1 (to be short: you are using the same spacing in an Hard diff for section with different snapping). I would fix this if I was you tbh;
- 01:42:719 (2) - For the same reason I said in Normal diff, just curve this slider to the opposite way to make the cursor movement smoother while playing;
- 01:44:594 (2,3,4,5) - Same of 00:42:719 (2,3,4,5) -, CTRL + G (3) and (4) to make the pattern more awesome to play;
- 02:41:313 (5) - Remove one repeating? Because the slider 02:41:782 (1) - should be stacked with (5)'s last tick and not the previous one that makes the pattern look confusing while playing it. Remove one repeat or just stack the (1) with it's tail;
- 02:43:891 (2,3) - You know, CTRL + G them?
- 02:46:469 (5,1,2) - It would be a nice idea to reduce the spacing between these because it looks to much pushed to me, also, I would make them straight because the way you mapped it looks kinda unflowing and destroy the flow you created and it would even avoid the placement of 02:48:344 (2) - that with its curve is pushed too much on top side and it's bad tbh;
- 03:00:297 (2,3) - Place the (2) on the same trajectory of (1)'s tail and replace the (3) to make a perfect triangle with them;
- 03:26:782 (1) - Curve it to the opposite way to make the full pattern 03:26:782 (1,2,3,4) - much more smoother: http://osu.ppy.sh/ss/9447757
- 03:33:813 (5) - Since the first linear circled pattern 03:33:110 (2,3) - is directed on the right, why don't you push the 03:33:578 (4,5) - on the left instead? I mean: https://osu.ppy.sh/ss/9447767 it would contribute to make the cursor movement more natural;
- 00:31:000 (3,4) - I feel this kinda unflowing to play after the (2) (3) pattern tbh. What about fix it like this? https://osu.ppy.sh/ss/9447785 much better imo;
- 00:34:516 (2,3) - CTRL + G for a little jumping pattern that makes it much more fun to play?
- 00:38:266 (2,3) - This antijump is kinda weird and unnecessary imo, I would just make the spacing consistent in this pattern. Something like this would be cool: https://osu.ppy.sh/ss/9447799
- 00:42:719 (4,5) - Kinda unflowing. I would use the same logic you did for the next 00:46:469 (4,5) - with placing these like : https://osu.ppy.sh/ss/9447811 with moving the next (1) closer like I showed you on the screenshot;
- 00:53:032 (1) - Whistle on reverse? It would emphasize the vocal pitch;
- 01:37:094 (5) - If you want to make waving sliders, just set waypoints like this: http://osu.ppy.sh/ss/9447845 because actually it's very ugly tbh xD This applied to the all next same sliders shapes;
- 01:51:157 (1) - You know. Curve it to the opposite side just like you did for 01:53:032 (1,2) - ;
- 02:09:907 (1,2,1,2) - Unflowing jump, you can do it better (I have no idea here sry xd);
- 02:44:125 (3) - NC like all the other parts;
I want to see some more improvements on the top diff especially on jumps that some are kinda unflowing and exagerated, you can work better on them to make the diff much more better. Meanwhile, since the Christmas Queue is planned to rank maps in December, you should find some other mods to improve the mapset. Normal and Hard diff are really nice and with these changes will improve a lot, but it would be nice to see some more improvements on top diff as well. Call me back at December and I will be glad to recheck and to bubble this!