Hello! Your mapset has been chosen from my Queue!
~General~
~General~
- Increase 5% volume sections to 20% at least because they are unaudible and unrankable.
- 00:00:308 (1) - till 00:05:335 (1) - Consider to add 0.75x or 0.50x green line here because the melody and the vocal is quite lower compared to the next parts of the song and the slowdown would fill with it in the best way (being the beginning of the map it would be the best choice to start the easy diff considering that the SV is a bit higher for an Easy diff). This would probably even decrease the star rating of the diff;
- 00:11:821 (5) - To warn players about the new rhythm usage I would add NC here. For some unknown reasons you are using a different rhythm here compared to the previous section and adding a NC would be nice tho (It would even avoid this long combo);
- 00:24:307 (2) - Custom clap should be added on this slider's reverse without Normal sampleset addition: this applies to 00:26:091 (4) 's head as well and so on. To be short: you should add custom claps on the vocal higher pitches like you did for 00:23:497 (1) -'s tail, they would fill in the best way with vocal
- 00:26:902 - I honestly think this tick should be clickable instead to be covered by slider's body. You can remove the reverse from the previous (4) and add a circle or a slider here to fill properly the vocal melody;
- 00:33:389 (1,2) - Switching NCs here would be the best thing imo;
- 00:49:605 (5) - Add NC here;
- 00:50:902 (1) - I know you decided to close this spinner there due to the loss of time for players to recover the mouse cursor to play the next element but this snap doesn't fill anything. I would say to extend this till 00:53:335 (1) - instead: it is still rankable because they have a bunch of time to recover the stability after spinning;
- 01:16:848 (1,2) - Since in the whole kiai time you are using the NC on new vocals you should switch these NC;
- 00:21:064 (1) - Consider to move this slider some grid down since it's actually covered by HP bar and it's bad and ugly;
- 00:51:064 (1) - Reduce this spinner by 1/2 like the Hard diff. It fits much better;
- 01:14:253 (1,2,3,4,5) - These elements doesn't follow the vocal properly and to be consistent you should use the same rhythm you did for 01:11:659 (1,2,3,4) -
- 00:23:172 (3,1) - I think this antijump could confuse players :\ I would stack it with (3) instead (if you apply this don't forget to fix next elements' spacing as well);
- 00:35:821 (3) - Just wondering: how come did you decide to use triples on this section while you didn't use them on the previous one with the same rhythm? This is kinda weird and unnecessary imo xD This applies to the next triples as well, ofc;
- 01:01:767 (4) - Use NC for consistency;
- Perfectly mapped diff!
- 00:14:416 (1,2,3) - I would have expected to move the cursor under the 00:14:253 (5) - honestly because it would be consistent with all previous triangles you made. I would follow the same logic than those triangles honestly because I think this is actually too pushed on the right for no reason at all;
- 00:35:659 (2) - This slider flows really bad since you are using the same shape of the previous 00:35:172 (1) - . I would try to make something different like https://osu.ppy.sh/ss/9208802 (The down-up-down-up pattern is even very fun to play);
- 00:46:199 (2) - Is this bad stack intentional? If not, fix this!
- 00:12:307 (2) - Eheh.. You know better than me that this slider should not be placed there for two reasons: it's bad to see and play and it's even unconsistent with all previous 1/2 sliders you used after the 1/1 one. I know you have been forced to place it like that due to the loss of space under the (1) blanket but I think you can fix it in a best way imo;
- 00:38:902 (7) - This antijump (even if the part is low) just breaks the smooth flow you created in my honest opinion. If I was you I would really change this without destroying the connection between the previous and next upcoming part;
- 00:53:010 (2) - Maybe CTRL + G it? It looks more natural to play;
- 00:58:524 (6,1) - This pattern is really uncomfortable to play because of the sudden placement on top of the previous circle while you are used to play an up-down-up pattern (because the whole map is set like this kek) so what about make something different? Maybe something like this would fill better imo: http://osu.ppy.sh/ss/9208910 (this is just an idea but try to fix it in some other way if you don't like this as well);
- 01:18:956 (2,3) - This is an other sudden antijump I would have never expected that ruind the good jumping pattern flow you created. Try to place the (3) somewhere else without destroying the jump pattern like you actually did;
- 01:21:389 (4) - NC here would be nice to warn about the new spacing;