M4M from sm8 que
You can mod this ->
https://osu.ppy.sh/s/656787[]
General
00:05:601 - You don't need a red line here since you can have objects before the first one
Fix tags and kiai time snaps (aimod)
The map isn't hitsounded
01:19:364 - It would be nice to have the end's volume lowered a bit
00:48:305 - I feel like the hitsound here isn't audible enough. It may be with the additions whenever you add them but right now... not really. The volume might be too low aswell to represent the cymbal + drum hit
Easy
00:05:953 (2) - Maybe NC this since you have done that in the other difficulties
00:07:011 (3,1) - I mean structurally it would look better if this kind of overlapping would not happen
Normal
Some DS stuff in aimod
00:36:658 (5,1) - Perhaps you could suit visual flow here aswell? It kinda looks odd to have that one pattern not really flowing when literally everything else is atleast to some degree
00:37:011 (1,2,3) - Also it'd be nice to see if these would've formed some kind of a pattern since they all are mapped on the hold vocals, for example
https://osu.ppy.sh/ss/913164700:45:482 (1,3) - Visuals & structure kinda lacking because of the overlap :S
00:56:776 (1,2,3,1,2,3) - I feel like the 3 on the second pattern should be a 1/2 slider because of the vocal is different on it
00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - No matter if you make that hitcircle I mentioned above into a 1/2 slider, the continuous object chain is extremely long for a normal difficulty. I'd recommend to remove the hitcircle on 01:00:835 (4) - , preferably 01:00:129 (2) - aswell, since the 4 is mapped on a silent synthesizer sound and the 2 is mapped on a similar drum hit you have ignored here 01:00:482 - for example
Hard
00:05:953 (1,2,1,2) - It'd be nice if you could work on the invisible structure atleast in your future maps ^^ (hit animations off if you want to see the overlaps properly)
00:08:070 (4,5) - 00:10:541 (3,4,5,6) - You really should be consistent with the rhythm and patterning choices. osu! is a rhythm game so similar rhythm should have similar representation through the mapping. Also regarding this, I think 00:10:894 (4,5,6) - this is bit too big spacing for a hard difficulty
00:37:011 (1,2) - This could be better if it was a 1/1slider|hitcircle or 1/2slider|hitcircle|hitcircle since it kinda feels awkward to have a hold on the 2 as there isn't really anything specific the hold would represent
00:40:894 (4,5,4,4,4,5) - I'm kinda confused why these aren't 1/2 sliders. The hitcircles are all mapped on hold vocals plus there is a drum beat on nearly every single red tick after the hitcircle
00:49:011 (3,4,5,6,7) - This pattern should have spacing emphasis for pretty obvious reasons
01:01:011 (6) - NC maybe since the combo getting quite long there
01:09:482 (4) - NC for consistency with 00:56:776 (1,2,3,1,2,3) -
Insane
00:11:600 (1,3) - Blanket
00:08:070 (4,5,6) - 00:13:717 (4,5,6,7) - Consistency in rhythm and spacing...
00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) -
00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand
Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal
01:02:423 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - Combo gets really long here again
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Good luck~