Oh boy I haven't seen modding v1 in a while...
General:
General:
- 00:16:838 - 00:27:505 - hitsound volume here should really be quieter than the sections before and after, since the music is much calmer. For example, 00:32:838 - is a similar section but it has half the hitsound volume and sounds much more fitting. I think 25-30% volume in both works fine
- 00:42:838 (3) - Incorrectly snapped to 3/4, the drums follow a 1/4 rhythm but the strong beats are all on 1/2. Either make this a 1/1 slider or a 1/2 repeat slider
- 00:50:838 (3) - Makes sense to split this into 1/1 slider and circle to emphasize the strong red tick vocal, like you did with 00:50:172 (1,2) -
- 00:56:005 (2,3) - Strange rhythm choice since you skip the strong white tick vocal, I'd put the circle at 00:55:838 - and then move the slider forward to 00:56:172 - to better reflect that
- 00:58:672 (3) - Same deal here, the strong white tick vocal is in the sliderbody so doesn't get emphasized at all. Try replacing this with a circle and 1/1 slider. It's a bit more dense but since this is the kiai you can afford to do something a bit harder imo
- 01:03:505 - I get what you were trying to do here but skipping this circle throws the player off the previous 1/1 rhythm, and when you combine that with the low spacing it's a very awkward stop and wait. I'd add a circle here for the drum and increase the distance slightly
- 00:06:004 (7,1) - It'd be nice if your first dash wasn't a sharp 1/2 one into a direction change, this is quite a harsh introduction for the player. Could you try making the slider (1) face right, or remove (7) to make an easier 1/1 dash instead please?
- 00:26:838 (6,1) - Should have a dash for consistency with your previous patterns, as well as to emphasize the strong cymbal sound
- 00:30:838 (2,3,4,1,2) - Much less movement in this part than anywhere else even though it's quite intense, perhaps you could try introducing a direction change, like this?
- 00:43:338 (5,1) - 00:54:003 (8,1) - Should also be a dash for consistency and emphasis on the strong cymbal sound, the latter especially so since it's the start of the kiai
- I would have liked to see more dashing in the kiai to set it apart from the rest of the map. Right now it feels very similar to the earlier parts despite being much more intense musically. You could try adding more dashes to strong vocal sounds like 00:56:171 (5,1) - 01:01:504 (5,1,2) - 01:06:837 (5,1) - 01:10:004 (4,1) - 01:12:171 (6,1,2) - and 01:15:337 (5,6) -
- 00:01:172 (2) - I find the drum whistle volume here and throughout this section overbearing, it totally drowns out the actual sounds you're mapping. The 30% used in the previous diffs is far more suitable given the calmness of the intro section
- 00:09:346 - 00:10:505 - Missing claps on slidertails
- 00:10:755 (2,3) - Feels a bit too close together for good flow, I'd try and raise this distance a little
- 00:22:172 (1) - 70% finish volume is way too loud here given this isn't that mush stronger than the sounds around it, please reduce it to around 50% to be more in touch with the rest of your hitsounding. Happens throughout the diff in later pre-kiai sections, so please address this there as well
- 00:30:172 (1,2) - Awkwardly low spacing forces the player to stop, would be better as a held walk distance for playability
- 00:59:338 (5,1) - Very harsh to have strong hyper into a vertical pattern, especially when this strength is not expectable to the player. Either reduce the strength, curve the slider for more leniency, or both.
- 01:02:172 (1,2,3,4) - Was really surprised to see such a low-distance pattern here given how strong the vocals are, would definitely have preferred a dash between (2,3) for example, since this also avoids an awkwadly low spacing to 01:03:005 (4,1) -
- 00:06:087 (4,1) - Quite a strong hyper into standstill, unexpected for the start of the map. I'd reduce this strength and/or curve the slider for better flow
- 00:01:838 (1,2) - 00:26:172 (1) - No sound on the blue ticks to justify these slider extensions, but you skipped over clear red tick sounds to do so. These should be snapped to end at 1/2 to better follow the music
- 00:26:505 (2,3,4,5) - Feels kinda underwhelming as a walk, and the first strong sound is a slider tail. Might just be personal preference, but some small jumps and/or direction changes here would make this much more interesting to play
- 00:51:172 (5,1) - Really bland to have no emphasis on this, it's the climax before a dramatic pause and then the kiai. Move (1) to the left side and give it a hyperdash for more impact
- 00:52:921 (2) - Mapped to no sound, please remove this for consistency with the Platter and Overdose
- 00:53:338 (6,1) - Uncomfortably strong hyper when compared to the surrounding ones when (a) this sound is no stronger musically, and (b) the stream following has very little movement and is easy to overshoot. Please consider reducing the distance here. If you do so, you may also want to reduce 00:54:005 (6,1) - slightly also for consistency, since that dashes into a strong antiflow movement
- 00:53:838 (5,6) - Check your hitsounding here, there's some really strange blue tick emphasis that totally throws the player off when trying to follow the main drum rhythm
- 00:11:172 (4,5,6,7) - I don't hear any 1/4 rhythms here, removing (5,7) and sticking to 1/2 would be a more fitting option
- 00:53:338 (4,8) - These two are lower in pitch drum sounds compared to the others which are strong snares, it'd be nice to do something different with them for variety, such as making a horizontal movement, using antiflow, etc. Right now this just feels like a really plain and uninspired way to start the kiai
- 01:12:838 (1,2,3,4) - Personal preference but I'd have tried to do something more interesting here by incorporating the vocals to maybe do 1/2 zig-zags
- 01:15:505 (10) - NC would help clear the plate in preparation for the final spinner