hi there
the offset is wrong try +13ms. It gets really obvious in your insane at 00:33:739 - when the drumroll here is completely off the ticks.
the hitsounding currently uses the snare hitsounds incorrectly (well sometimes actually).
Also the finishes are used for vocals even though the should represent the cymbals in the music. If you want to represent a vocal in the music with hitsounding do it by adding whistles.
Some help how you should mainly hitsound this song:
Since its a generic pop song the claps, finishes and whistles are quite easy to use. Look at this picture here..
click me
This can applied almost to every song there is, however there are some exceptions like the Metal genre and Drumrolls.
For some clarification the Snare is the Clap I just got used to saying Snare here:
The snare is quite easy to indicate almost in every song there is as its the mainrhythm source in the song. Usually the snare is always on the second and fourth white tick as seen above. But don't get fooled it can happen on other ticks as well. Just listen and you won't have a problem here.
Whistles can be used almost on every downbeat, however it makes sense to not overuse them unless you have a fitting hitsound prepared. Use them mainly for vocals, but only for those standing out above others.
Finishes can be quite tricky. Sometimes they are quite obvious and happen almost every downbeat, however there are some cymbals happening during the first and following downbeat.
You seem to already have good understanding regarding the concept when looking at 00:53:739 (1,2) - these objects where you placed them accordingly, however there are some mistakes like 00:52:449 (3) - which do not have cymbals in the music and therefore should not carry hitsounds at all or in this case use a whistle instead.
If you want to gather more information on hitsounding, take a look at this thread by kibbleru its quite a good guide: t/306177
Volume issue:
30% volume at the start is to low, no hitsoundfeedback at all. It makes it really hard to acknowledge the rhythm properly as a player.
mh diff: 01:33:094 (1) - spinner is unsnapped and also ends to late, 01:33:739 - ending here is the correct snap btw. Also important for the other diffs snapping it to either the white tick before or the downbeat.
easy: 00:26:803 (3) - spinner is unsnapped.
all three top diffs have the same OD. Good spread needs reasonable settings as well.
Okay some stuff has to be said for the difficulties as well, starting from the midst or top dunno yet. I also used the correct timing for asukas diff as i testplayed it. So make sure to change the timing before working on it.
"i hope asuka comes to the main roster soon" - diff
Ar9.6 is way over the top AR9.2 is enough to read everything. Its not an high bpm or hard map to read at all.
00:12:300 (2) - this quite strong sound aka snare, spacing between 00:12:139 (1,2,3) - these objects should be different. Having the same spacing between strong to weak and weak to weak sounds is not fitting emphasize. Try to emphasize 2 a bit more. Also 3 is almost unaudible in the music makes it quite hard to hear already, How about doing a slder instead of 2? or delete 3 at all.
00:13:268 (3) - exact same sound as 00:12:623 (1,2) - but different representation with circles here. 3 and 4 should be replaced by a slider.
00:20:687 (2,3,4) - should be ctrl+g in rhythm as 00:20:365 (1) - is represented as a slider so it should be the case 00:21:010 (3) - here as well.
00:22:958 (1) - can you map this sound instead? its quite strong, Spinner feels to easy for extraa.
00:22:958 (1) - spinner should end here currently I have no clue what the spinner is mapped to. The pitch changes here so either do a second spinner or end it here and map 00:25:055 - 00:25:216 - these two sounds.
00:31:345 (3,4) - can you emphasize the vocal here more? This is a bit boring I'm sure you can think of something more exciting to play!
00:36:507 (3) - same thing as just now mentioned, would actually fit here well to map jumps.
00:34:168 - mapping the drum that doesn't exist, but not mapping the actual blue tick is 00:33:845 - not a good idea and completely misleading.
00:34:571 (1) - following your ncing this should have a new combo and 00:35:378 (2) - this shouldn't have one.
00:58:039 - the overmap doesn't fit here would fit more on 00:57:716 - this with the strong vocal starting here, however overmaps in general are quite hard to deal with when it comes to mapping in general since they also need be consistent. Yeah usually its the best just to delete those.
01:02:152 (5) - the kick slider doesn't fit with the music as there is 1 no kick at all and the vocal isn't as strong as 01:01:910 (3) - even close to this. Plays not as natural. By the way good usage of the overmap at 01:01:910 (3) - this reflects good sense of where overmapping is appropriate. Playing the vocal here with a triplet is completely natural.
01:04:571 (3) - for a slider change this big the distance between 01:04:571 (3,4) - those is quite low. Emphasize should be stronger then if you decide to go with that sliderchange. You even did in the second part of the chorus 01:14:894 (3,4) -
01:07:636 (6,7) - if you decide to put an 1/4 slider for the vocal here you should do it on similar places as well like 01:06:345 (6) - for consistency.
01:11:345 (5) - should also have an kickslider as the others. They sound to similar.
01:11:991 (1,2) - after such movement such close movement as 01:12:313 (3,4) - this does not play natural. Consider toning up the spacing between those two elements.
01:33:119 (4) - the end is really awkward, when the music is not even over yet. I honestly expect there to be a slider.
Some things I pointed out just happen again, so take care of them as well like 00:18:429 (3) - this.
not bad.
"hard" - diff
rearrange the ncing in your diff it's messed up. I hope you noticed that yourself.
00:14:223 (5,6) - distance error.
00:14:545 (6) - Skipping the snare here for what exactly? I can't tell. The sound after isn't even as strong.
00:17:126 (7,8) - align these?
00:22:932 (1) - see asukas diff and what I wrote there for the spinner.
00:34:545 (7) - Can't figure out what you're mapping here. Elaborate please.
00:49:384 (3) - not a clever idea to change up to vocal mapping here and forgeting entirely that you mapped all the white ticks until this point. Why not continue it this way?
01:11:642 (1) - You try to follow the vocal or the long streched vocals quite often, but ignore the others right there? Uhm this is hits every vocal without skipping so many sounds. Try it out yourself: https://puu.sh/wlGHb/cacf4cb02b.png
01:14:061 (6,4) - skipping the snare and the vocal for a red tick with only the vocal is bad emphasize in general. Why did you change it up? 01:04:384 (1) - same problem earlier by the way.
01:23:094 (3) - extend this by a 1/4 so it doesn't on a blue tick, when the drumroll actually ends on the downbeat.
A hot tip: 01:25:190 (1) - Try copy + paste this section from 00:12:610 (1) - saves you alot of time, gives alot of consistency to your diff and also takes away alot of problems.
This way you can avoid stuff like 01:27:610 (5,6) - this. You never used this in the other section not even mentioning the 1/4 gap between those never happening in the first part of the map as well.
Hmmmm
Good Luck
the offset is wrong try +13ms. It gets really obvious in your insane at 00:33:739 - when the drumroll here is completely off the ticks.
the hitsounding currently uses the snare hitsounds incorrectly (well sometimes actually).
Also the finishes are used for vocals even though the should represent the cymbals in the music. If you want to represent a vocal in the music with hitsounding do it by adding whistles.
Some help how you should mainly hitsound this song:
Since its a generic pop song the claps, finishes and whistles are quite easy to use. Look at this picture here..
click me
This can applied almost to every song there is, however there are some exceptions like the Metal genre and Drumrolls.
For some clarification the Snare is the Clap I just got used to saying Snare here:
The snare is quite easy to indicate almost in every song there is as its the mainrhythm source in the song. Usually the snare is always on the second and fourth white tick as seen above. But don't get fooled it can happen on other ticks as well. Just listen and you won't have a problem here.
Whistles can be used almost on every downbeat, however it makes sense to not overuse them unless you have a fitting hitsound prepared. Use them mainly for vocals, but only for those standing out above others.
Finishes can be quite tricky. Sometimes they are quite obvious and happen almost every downbeat, however there are some cymbals happening during the first and following downbeat.
You seem to already have good understanding regarding the concept when looking at 00:53:739 (1,2) - these objects where you placed them accordingly, however there are some mistakes like 00:52:449 (3) - which do not have cymbals in the music and therefore should not carry hitsounds at all or in this case use a whistle instead.
If you want to gather more information on hitsounding, take a look at this thread by kibbleru its quite a good guide: t/306177
Volume issue:
30% volume at the start is to low, no hitsoundfeedback at all. It makes it really hard to acknowledge the rhythm properly as a player.
mh diff: 01:33:094 (1) - spinner is unsnapped and also ends to late, 01:33:739 - ending here is the correct snap btw. Also important for the other diffs snapping it to either the white tick before or the downbeat.
easy: 00:26:803 (3) - spinner is unsnapped.
all three top diffs have the same OD. Good spread needs reasonable settings as well.
Okay some stuff has to be said for the difficulties as well, starting from the midst or top dunno yet. I also used the correct timing for asukas diff as i testplayed it. So make sure to change the timing before working on it.
"i hope asuka comes to the main roster soon" - diff
Ar9.6 is way over the top AR9.2 is enough to read everything. Its not an high bpm or hard map to read at all.
00:12:300 (2) - this quite strong sound aka snare, spacing between 00:12:139 (1,2,3) - these objects should be different. Having the same spacing between strong to weak and weak to weak sounds is not fitting emphasize. Try to emphasize 2 a bit more. Also 3 is almost unaudible in the music makes it quite hard to hear already, How about doing a slder instead of 2? or delete 3 at all.
00:13:268 (3) - exact same sound as 00:12:623 (1,2) - but different representation with circles here. 3 and 4 should be replaced by a slider.
00:20:687 (2,3,4) - should be ctrl+g in rhythm as 00:20:365 (1) - is represented as a slider so it should be the case 00:21:010 (3) - here as well.
00:22:958 (1) - can you map this sound instead? its quite strong, Spinner feels to easy for extraa.
00:22:958 (1) - spinner should end here currently I have no clue what the spinner is mapped to. The pitch changes here so either do a second spinner or end it here and map 00:25:055 - 00:25:216 - these two sounds.
00:31:345 (3,4) - can you emphasize the vocal here more? This is a bit boring I'm sure you can think of something more exciting to play!
00:36:507 (3) - same thing as just now mentioned, would actually fit here well to map jumps.
00:34:168 - mapping the drum that doesn't exist, but not mapping the actual blue tick is 00:33:845 - not a good idea and completely misleading.
00:34:571 (1) - following your ncing this should have a new combo and 00:35:378 (2) - this shouldn't have one.
00:58:039 - the overmap doesn't fit here would fit more on 00:57:716 - this with the strong vocal starting here, however overmaps in general are quite hard to deal with when it comes to mapping in general since they also need be consistent. Yeah usually its the best just to delete those.
01:02:152 (5) - the kick slider doesn't fit with the music as there is 1 no kick at all and the vocal isn't as strong as 01:01:910 (3) - even close to this. Plays not as natural. By the way good usage of the overmap at 01:01:910 (3) - this reflects good sense of where overmapping is appropriate. Playing the vocal here with a triplet is completely natural.
01:04:571 (3) - for a slider change this big the distance between 01:04:571 (3,4) - those is quite low. Emphasize should be stronger then if you decide to go with that sliderchange. You even did in the second part of the chorus 01:14:894 (3,4) -
01:07:636 (6,7) - if you decide to put an 1/4 slider for the vocal here you should do it on similar places as well like 01:06:345 (6) - for consistency.
01:11:345 (5) - should also have an kickslider as the others. They sound to similar.
01:11:991 (1,2) - after such movement such close movement as 01:12:313 (3,4) - this does not play natural. Consider toning up the spacing between those two elements.
01:33:119 (4) - the end is really awkward, when the music is not even over yet. I honestly expect there to be a slider.
Some things I pointed out just happen again, so take care of them as well like 00:18:429 (3) - this.
not bad.
"hard" - diff
rearrange the ncing in your diff it's messed up. I hope you noticed that yourself.
00:14:223 (5,6) - distance error.
00:14:545 (6) - Skipping the snare here for what exactly? I can't tell. The sound after isn't even as strong.
00:17:126 (7,8) - align these?
00:22:932 (1) - see asukas diff and what I wrote there for the spinner.
00:34:545 (7) - Can't figure out what you're mapping here. Elaborate please.
00:49:384 (3) - not a clever idea to change up to vocal mapping here and forgeting entirely that you mapped all the white ticks until this point. Why not continue it this way?
01:11:642 (1) - You try to follow the vocal or the long streched vocals quite often, but ignore the others right there? Uhm this is hits every vocal without skipping so many sounds. Try it out yourself: https://puu.sh/wlGHb/cacf4cb02b.png
01:14:061 (6,4) - skipping the snare and the vocal for a red tick with only the vocal is bad emphasize in general. Why did you change it up? 01:04:384 (1) - same problem earlier by the way.
01:23:094 (3) - extend this by a 1/4 so it doesn't on a blue tick, when the drumroll actually ends on the downbeat.
A hot tip: 01:25:190 (1) - Try copy + paste this section from 00:12:610 (1) - saves you alot of time, gives alot of consistency to your diff and also takes away alot of problems.
This way you can avoid stuff like 01:27:610 (5,6) - this. You never used this in the other section not even mentioning the 1/4 gap between those never happening in the first part of the map as well.
Hmmmm
Good Luck