Heyo, I saw this being popped so I will take a chance to give my thoughts on the Hyper diff and how to fix it in order to make both sides happy (or at least i hope)
To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)
From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):
For jacks
For trillish
Use your imagination to make them fit to your tastes if you find it interesting or useful.
Some options for the after-kiai sections:
00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit.
Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:
And for the section after 01:01:387 - here:
01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard.
Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/
To begin with, I slightly agree with Lith that this diff is a bit too repetitive but mostly because the patterns used are just straight out generic and confortable so I could basically copy the map and paste it into another song with similar BPM and it would probably play just fine. I think that is a slight problem because it lacks any element of uniqueness but this in my eyes is not that hard to fix at least to some extent so here we go: (I am pointing this on the original Hyper diff and not the test one)
From here 00:11:075 - to here 00:19:825 - I would personally use the same density that you propose but I would move the patterns around a bit. Given there isnt many instruments present there to take the main relevancy you could use the bass sound in the background to lead the pattern choice. My options would be either make a trill motion oriented patterns or a 1/2 jack or anchor-ish type. This would help making your map a bit more diverse as different sections would contain different patterns but similar structures density wise. Some pictures (wont go too in-depth with it, I just want to picture it out so you can see what I mean):
For jacks
For trillish
Use your imagination to make them fit to your tastes if you find it interesting or useful.
Some options for the after-kiai sections:
00:41:075 - For example here since the melody is sort of similar to the intro I just pointed out but the higher pitch sound takes a bit more relevancy you could try and use some emphasys particularily in beats like this 00:41:856 - 00:43:106 - 00:44:356 - 00:45:606 - (etc) using doubles. Following the stronger higih pitch hits for the whole section. This might require some nerfs to the patterns in general for this part (such as reducing the double count a bit for the drum kicks). Another option will be pointed just after this considering the music change after this bit.
Seeing the section here 00:51:075 - after the crash you also have other options to make stuff even more interesting. One way would be keeping this section as it is but adding the previous suggestion pointed out but it would probably make stuff too harsh in general. So my option is going back to the previous section and only pay strict attention to the higher pitch sound. A picture to ilustrate it so its easier to see what I mean:
And for the section after 01:01:387 - here:
01:11:075 - The voice still has its own importance and I think it would be a nice fit to still give it relevance map wise, just moving the patterns around to create some anchors or jacks could just make the deal. This is of course up to your diff spread and if it can support it because I didnt check that and this might be a bit hard.
Anyways, hope this helps and I wish you good luck. Remember this are just my suggestions and you are free to do whatever you want with the map. I imagine this would be cool to do but again, I am not the mapper neither I followed the modding here all that much. Have a good one o/