Had to disable storyboard and hitsounds, wtf is with these memes lol
but speaking of hitsounds, they should all be in .wav format, not mp3.
GeneralTurn off “Samples match playback rate”. If you listen to the song while playing DT or HT, you can hear why this is a bad idea.
Top diffYour slider velocity is pretty low. Increase it to 1.7 or 1.8x. When doing a hyperdash to a slider, it's too easy to overshoot the slider tail. Increasing SV will improve flow significantly. It also makes general gameplay more interesting if there's more movement, just walking is not too fun to play.
00:26:664 (4,5) - Example of place which suffers from low SV. You had lots of fast movement in the previous section, but the low SV forces the player to slow down and walk, which kills momentum.
Lower HP drain, 7 is too high for this kind of map.
00:00:949 (1) - These are in 1/6 snap
00:01:121 (4) - There's a clear guitar sound on the 1/2, use a 1/2 instead of a 3/4 slider to follow the music's rhythm.
00:01:464 (5) - This downbeat should have a hyperdash to it for emphasis, bit under-emphasised currently.
00:01:978 (7,8,9) - The drums here are pretty passive in the music, mapping 8 & 9 with a slider tail or repeat slider will decrease the emphasis on these.
00:02:492 (1) - There is a strong sound in the middle of the slider, change this slider to be a circle + 1/2 slider and it will follow the guitar better. Putting strong sounds on slider heads / circles gives more emphasis than putting them on a slider tail.
Here's what your rhythm would look like if you applied all changes above.
https://puu.sh/yfNo4/8082b9a046.pngNote that it does prioritise guitar above the snare drum when mapping the music, whereas you prioritised snare. I think it's better to choose guitar here, as it's more unique to the song, and has a lot more rhythm changes.
00:05:406 (5,7) - There's a finish on the tail of these sliders, they should have hyperdashes to them as they are prominent unique bits.
00:10:549 (3,4) - You used mostly 1/2 sliders here, but the song has a strong sound on each and every 1/2 for these sliders. Use a repeat slider, or circles to map the change in song by changing rhythm. This also lets you map 00:11:063 (4) - as a stronger beat with a hyperdash.
It's starting to get a bit repetitive with what I'm saying here. Based on the feedback, go through your map, find important and prominent sounds that you think are worth emphasising, and make sure they are on circles or slider heads. Putting them on slider ends decreases the emphasis on them, and the rhythm isn't very intuitive. I won't cover rhythm any further to help focus on other issues.
00:11:149 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - If you listen to the music a little slower, you'll notice that it's not just a long stream. Delete 00:11:149 (1,5,9) - There are breaks in the drum, applying this rhythm change follows the drum's rhythm better.
00:23:406 (1,2,3,4,5,1,2,3,4) - Placing objects on the other sides of the screen is a pretty large diff spike, even for a small increase in song pacing. Nerf the distances so they’re consistent with object spacing of the rest of the map.
00:25:378 (4,1) - The sound to emphasise here is 1, not 4. Change your pattern by moving 4 next to 3, this will change the pattern so there is a hyperdash to 1, which emphasises the most important sound.
00:27:864 (1) - Your NC pattern is following the sounds that should be prioritised, but your note placements are not D: The song is normally split into note groups of 2s and 4s. If you move 00:28:121 (4) - to the other side, you can see that the note groupings are 00:27:864 (1,2,3,4) - 00:28:206 (1,2) - 00:28:378 (3,4) - and 00:28:549 (1,2,3,4) - . Have a hyper on the end of each one to emphasise the start of the next one.
00:28:892 (1) - Add hyperdash for emphasis on the downbeat.
00:42:606 (1,2,3,4) - This was a fairly unexpected edge dash after the previous calm section, not much has changed in the music, so making it a bit easier or mapping consistently to the previous section works better.
00:45:349 (1,2,3) - This can almost be considered a hyper into edge dash, which is unrankable on all diffs. Nerf the jump of 2,3 a bit.
00:54:435 (6) - Antiflow is really weak here, it’s hard to decide whether to move backwards, or stand in place. Increase it’s movement in either direction so it’s clearer what to do.
00:57:349 (1,2,3,1) - On the previous jumps, all dashes were on the edge of the screen, so it would be natural to assume 00:58:378 (1) - would be on the edge. However, it’s in the middle. Ctrl-g so that it’s a bit easier to follow flow.
01:00:606 (3,1) - Same issue above, move 1 closer to the middle will be easier to read.
01:02:835 (1,2,3,4) - The contrast of spacing between this and 01:04:206 (1,2,3,4) - is too much. The first is unnaturally small spacing between objects, and the latter are almost edge-dashes. Decrease the distance change between them so it’s a bit easier to follow.
01:06:949 (5) - not a good idea to have downbeats on a slider tail. Use a ½ slider and place a circle at 01:07:292 (6) - on the left side to have a hyperdash.
01:18:949 (4,5) - Your distances between objects are really inconsistent in this area, which leads to edge dashes and inconsistent use of hypers. Watch this through the editor a couple times, and figure out where the edge dashes are.
01:41:406 (5,1) - Distance between these two objects is too small, add a hyperdash
01:58:721 (6) - you forgot to nc
I think the main things you need to do is testplay this a couple more. There are some issues that are pretty easy to find if you play the map and find parts that are too hard to FC. Those would be the areas that need to be changed to flow better.