Hi there! I'd like to point out some important issues that I'd like to see addressed before the map is fully ranked.
I'd really like to see at the very least the hitsound issue worked out, since it's kind of taking away the experience of the map for me when the normal samplesets are used so awkwardly. emphasizing only the blue ticks is really weird. Otherwise, this is a great map! Good luck!
Hitsounds in general can be improved.
- Odd placement of Normal Samplesets (especially in the beginning) at places such as 00:04:354 (6) - , 00:05:040 (3,4) - etc. create odd sounds when the distinct hitsound only resounds on the blue ticks. This can be shown at an optimal level in places like 00:05:554 (7,8,9,10) - where there's clear misusage of hitsounding.
- Whistle spamming. On streams such as 00:22:012 (1,2,3,4,5,6,7) - , 01:27:840 (1,2,3,4,5,6,7) - , and so on, each note has a whistle. Not only does this overdo the amount of feedback, but it overemphasizes the stream entirely. The fact that it's 1/8 makes it stand out enough, paired with strong background noise, but the addition of whistles makes it hard to listen to as the pattern repeats itself multiple times.
Overmapping/Poor or inconsistent rhythm usage
- 00:13:869 (4) - nonexistant note, previously you had just done it by only using a double like 00:13:954 (5,6) - , but this time you decided to add that third note.
- 00:16:012 (2,3,4,5,6,7,8,9,10) - Not sure why all of these are hypers when there's no musical emphasis to back up such intensity
- 01:10:697 (2,3,4) - shows no real increasing emphasis or musical factor in any way, yet these were chosen as hyperdashes while others of similar sounds weren't. This creates an inconsistency in your pattern choices that can make it odd to play.
- 01:32:983 (5) - not emphasized as a stream when 01:33:326 (1,2,3,4,5,6,7,8) - is, shows inconsistency between the same sounds.
- 01:34:354 (4) - Missing a beat on the red tick here that's really important, could definitely be a repeat slider instead.
- 01:37:783 (1,2,3,4,5) - This timeline sounds more like this to me.
- 01:43:954 (3,4,5,6) - Streams were skipped completely here while they were introduced for the same sound at the beginning of the kiai.
- 01:45:326 (4) - Same issue with red tick notes being completely skipped
- 01:56:297 (4,5) - not sure why this is a 1/4 dash, could just be a 1/2 like the rest
- 03:37:097 (1,2,3,4,1,2,3,4,1,2,3,4) - I'm not sure why you disregard the main rhythm you've been following the whole time to skip to the background noise here.
Pixel Dashes / Poor Structure or Spacing
- 00:26:297 (4,1) - Has spacing that is quite high for a normal dash. Reduce here or make it a hyperdash for that additional emphasis.
- 00:45:497 (6,1) - Really high distance for something so calm, could definitely be reduced to a standard dash
- 00:52:354 (4,1) - Definite no, the high distance compared with extremely sharp antiflow makes this incredibly hard to hit to the point where it's too rough on a player
- 01:22:526 (6) - Should definitely be on the right side of 01:22:354 (5) - , it currently creates a very awkward looking stair stream that interrupts movement.
- 02:04:354 (3) - could definitely be improved by tilting to the right for better flow.
- 02:20:297 (1,2) - You do this a lot throughout the map, but these are way too close. You should be promoting more movement with those heavy noises, not allowing people to just stay still with them.
- 02:22:697 (1) - Too sharp to be a horizontal repeat. Either curve it or change the angle to make it more accessable.
I'd really like to see at the very least the hitsound issue worked out, since it's kind of taking away the experience of the map for me when the normal samplesets are used so awkwardly. emphasizing only the blue ticks is really weird. Otherwise, this is a great map! Good luck!