I didnt read the thread, however there are few things i wanted to talk about:
hitsounding:
00:57:863 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,1) - basically it sounds inconsistent, why:
01:00:363 - 01:02:181 - 01:03:999 - 01:07:635 - i feel like you gotta find a better CHS for these.
feels really out of place
01:22:408 - 01:45:249 - stuff like that (slider tick hitsound as common one) feels strange in my opinion, basically ure avoiding rhythm adjustments by some reason? I mean, i played it on my skin without custom hs and i didnt feel anything there anyways.
if your map depends on custom hitsounds, it should also support players with their skins, which means it should be fine even with default hitsounds.
01:50:703 - looks like an issue here, 01:48:885 - reference (slider tick 01:50:703 - isnt activated?)
03:02:635 - sudden change in hitsounding? i cant really understand why tho?
04:33:317 (1,2,3) - this stuff is actually cool
rhythm:
honestly, i dont get why is this a break 00:30:590 -
like... what?
00:30:590 - it is a progression which is started 00:00:818 - from the very beginning, i have no idea why is this not mapped
02:19:681 - honestly, im strongly against such stuff. youre mapping strong beat on a slider tick, yea thats beacuse of vocals, but t doesnt mean u cant map 2 layers at the same time.
beat here is stronger and more distinguished than vocals. basically i would do the following:
02:39:681 - in this part such stuff like 02:41:044 - is okay, because this part is calm. but when it comes to regular/kiai parts I dont think its an option to oversimplify the rhythm.
03:04:113 - i just noticed, that these things arent mapped by some reason. not saying anything yet about it, however you probably oversimplified the rhythm too much (imo)
05:31:726 - man, this stuff is really oversimplified, its a start of new measure under the slider tick. like, wtf
structure:
01:26:044 (1,2,3,4,5) - stuff like that might be properly placed on hexagrid like im showing:
basically you should copy-paste 01:26:044 (1,2) - these two and rotate them by -120*
here is a code:
02:15:817 (5) - is off a bit, not lining up with 02:14:681 (2,3,4) - you have to move the entire pattern to the left-down to make 5 fitting in the playfield.
05:33:999 (3,4) - and 04:58:090 (2,1) - seems inconsistent
05:46:499 (2,3) - i cant really tell its a 1/4s depending on how they look distance-wise. 05:46:840 (4,5) - same here. referense: 05:50:476 (3,4) -
aesthetics:
01:33:317 (2,1) - might consider removing the overlap. the easiest way to make the map look clean is to make sure that the visual distance between active/fading out objects is equal, if you cant avoid 2 objects overlapping each other - the best option is to make them blanketing/paralleling/stacking on each other.
02:49:567 (6,4) - ^
02:54:226 (4,2) - ^
03:00:135 (2,2) - ^
03:41:272 (3,3) - ^
03:53:658 (4,2) - ^
05:14:226 (5,3) - ^
04:55:590 (2,2) - ^
05:28:772 (1,4) - ^
05:57:863 (7) - ^
02:02:408 - nc maybe? its a different sound measure
03:36:953 - ^
03:51:499 (4) - ^
04:36:953 (4) - ^
04:51:499 (3) - ^
05:36:044 (6) - ^
04:46:044 - white combo? you havent used it before. so as i can assume, its used for vocals-only 05:08:544 (1) - like this? however 05:16:044 (1) - here are the beats.
04:56:044 (1,2,3,4) - imo, you can make them more precise:
overall it plays nice, a bit too slow for me but w/e i guess. the ideas youre pushing are interesting, however the way they were executed is kinda poor. maybe ill become a bn soon so you can consider me for further help.
gl!
hitsounding:
00:57:863 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,1) - basically it sounds inconsistent, why:
01:00:363 - 01:02:181 - 01:03:999 - 01:07:635 - i feel like you gotta find a better CHS for these.
feels really out of place
01:22:408 - 01:45:249 - stuff like that (slider tick hitsound as common one) feels strange in my opinion, basically ure avoiding rhythm adjustments by some reason? I mean, i played it on my skin without custom hs and i didnt feel anything there anyways.
if your map depends on custom hitsounds, it should also support players with their skins, which means it should be fine even with default hitsounds.
01:50:703 - looks like an issue here, 01:48:885 - reference (slider tick 01:50:703 - isnt activated?)
03:02:635 - sudden change in hitsounding? i cant really understand why tho?
04:33:317 (1,2,3) - this stuff is actually cool
rhythm:
honestly, i dont get why is this a break 00:30:590 -
like... what?
00:30:590 - it is a progression which is started 00:00:818 - from the very beginning, i have no idea why is this not mapped
02:19:681 - honestly, im strongly against such stuff. youre mapping strong beat on a slider tick, yea thats beacuse of vocals, but t doesnt mean u cant map 2 layers at the same time.
beat here is stronger and more distinguished than vocals. basically i would do the following:
02:39:681 - in this part such stuff like 02:41:044 - is okay, because this part is calm. but when it comes to regular/kiai parts I dont think its an option to oversimplify the rhythm.
03:04:113 - i just noticed, that these things arent mapped by some reason. not saying anything yet about it, however you probably oversimplified the rhythm too much (imo)
05:31:726 - man, this stuff is really oversimplified, its a start of new measure under the slider tick. like, wtf
structure:
01:26:044 (1,2,3,4,5) - stuff like that might be properly placed on hexagrid like im showing:
basically you should copy-paste 01:26:044 (1,2) - these two and rotate them by -120*
here is a code:
60,60,86044,5,8,0:0:0:0:
133,71,86272,1,0,0:0:0:0:
87,129,86499,1,8,0:0:0:0:
206,82,86726,1,0,0:0:0:0:
114,198,86953,2,0,P|162:255|250:271,1,138,10|0,0:0|0:0,0:0:0:0:
133,71,86272,1,0,0:0:0:0:
87,129,86499,1,8,0:0:0:0:
206,82,86726,1,0,0:0:0:0:
114,198,86953,2,0,P|162:255|250:271,1,138,10|0,0:0|0:0,0:0:0:0:
05:33:999 (3,4) - and 04:58:090 (2,1) - seems inconsistent
05:46:499 (2,3) - i cant really tell its a 1/4s depending on how they look distance-wise. 05:46:840 (4,5) - same here. referense: 05:50:476 (3,4) -
aesthetics:
01:33:317 (2,1) - might consider removing the overlap. the easiest way to make the map look clean is to make sure that the visual distance between active/fading out objects is equal, if you cant avoid 2 objects overlapping each other - the best option is to make them blanketing/paralleling/stacking on each other.
02:49:567 (6,4) - ^
02:54:226 (4,2) - ^
03:00:135 (2,2) - ^
03:41:272 (3,3) - ^
03:53:658 (4,2) - ^
05:14:226 (5,3) - ^
04:55:590 (2,2) - ^
05:28:772 (1,4) - ^
05:57:863 (7) - ^
02:02:408 - nc maybe? its a different sound measure
03:36:953 - ^
03:51:499 (4) - ^
04:36:953 (4) - ^
04:51:499 (3) - ^
05:36:044 (6) - ^
04:46:044 - white combo? you havent used it before. so as i can assume, its used for vocals-only 05:08:544 (1) - like this? however 05:16:044 (1) - here are the beats.
04:56:044 (1,2,3,4) - imo, you can make them more precise:
overall it plays nice, a bit too slow for me but w/e i guess. the ideas youre pushing are interesting, however the way they were executed is kinda poor. maybe ill become a bn soon so you can consider me for further help.
gl!