Hi, M4M return.
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Acquiesience]
Nothing much else to say for me at least since the map needs a lot of work fundamentally and it's currently lacking a lot at least in my eyes from reaching a rankable state. I don't mean this in a bad way since we've all been there lol, so no hard feelings I hope. Good luck.~
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- 00:12:702 (2,4) - I don't think these were so close to each other beforehand, consider spacing them out more.
- 00:14:035 (2,4) - Suddenly stacked? Gonna stop mentioning your placement of these now since it seems kinda random depending on how much space you have. Pattern is okay but kind of repetitive to play for so long and gets kind of boring to the player too though so consider variation a bit.
- 00:20:368 (1,3,4,5,6,1,2,3,4,1) - Forcing everything to blanket makes this look very cramped and untidy.
- 00:40:035 - No kickslider for the melody?
- 00:43:035 - From here you just start ignoring the melody with the kicksliders when before you would have mapped kicks where there was a melody note. Also to keep the rhythm somewhat constant as the song suggests you can make 00:48:368 - kicksliders.
- 00:53:702 - I really don't like the jump spam. It's boring and repetitive and just because the song is repetitive and boring doesn't mean you have to make the map like that too. Maybe add some new patterning instead of the same one for 20 seconds. Also 01:06:535 (6,8) - are very hard to read stacked perfectly. I suggest offstacking the latter in every case. I won't mention anything about kiais again because they're all the same and that alone should say something about how interesting you make the map.
- 01:36:368 - The above points still apply to the area before this timestamp. After this timestamp the patterning becomes SUPER cramped like it's just.. you don't even have to move to hit a lot of this area and that brings the map's difficulty consistency down a lot and makes for massive diffspikes that could be avoided had you mapped this part with more spacing.
- 03:33:702 - Okay continuing from here because the rest of my mod applies to the whole map essentially. Again spacing is too low, the only SR you're getting is from your jump-spam kiais and your streams.
- 03:56:035 - Would be cool to continue using the kicksliders to emphasize noteable guitar sounds like you did with 03:55:368 (1,2,1). It literally seems like you just dropped the idea a couple of notes in.
- 04:16:368 - These streams change direction way too often and it becomes unnecessarily difficult to stay on them. I recommend changing direction every time the guitar changes pitch so 04:17:702 - 04:19:035 - basically every downbeat. And then I suggest that you please put some hold reverses because streaming 180 bpm constantly for this whole kiai is so difficult. Even Blue Zenith has kicksliders and reverses to give some sort of respite to the player. You're demanding a little too much imo.
- 04:42:452 - Skipping this note? It's a really noticeable guitar.
- 04:37:702 (1,2) - Having these skip so many beats for a longer guitar note brings down intensity extremely far and since there's a lot more interesting things going on in the song it feels empty to just hold this one note. I get that it's a strong note but it's really not fun to just hold sliders when there's more stuff going on in the song here. You can emphasize it still with shorter 1/1 sliders but not these super long ones.
- 04:47:701 (1,2,3) - Could be misread as a streamjump. Consider NCing 2 or something.
- 04:53:702 (1,2,1,2,3) - This polarity switch doesn't work at all because the gap from 04:53:702 (1,2) - is smaller than the gap you're changing polarity to fit with. Removing 04:54:202 (2) - would work or making a reverse on the first 04:54:368 (1,2,3) - would do the trick as well.
Nothing much else to say for me at least since the map needs a lot of work fundamentally and it's currently lacking a lot at least in my eyes from reaching a rankable state. I don't mean this in a bad way since we've all been there lol, so no hard feelings I hope. Good luck.~