GeneralYou're going to want a timing professional to help you time this map. It's a toughie
The hitsounds are loud in comparison to the music. I suggest turning down the volume of the hitsounds.
Crimmi's EasyAR +2 at least. A super low AR on an easy is torture
00:17:825 (3) - This double repeat may confuse the player.
00:57:643 (3) - New combo
01:03:643 (1) - The hit images of 01:02:553 (4,5) slightly obscure the reverse arrow. This may confuse the player.
01:34:734 (2) - New combo
02:00:371 (3) - ^^
02:12:370 (5) - ^^
02:29:825 (3) - ^^
02:56:007 (4) - ^^
Normal00:11:825 (2) - Move this 1 grid down
00:12:371 (3) - Move this 1 grid left and down
00:14:007 (2) - Move this 1 grid left
00:14:552 (3) - Move this 1 grid down
00:15:098 (4) - Move this 1 grid left and 2 grids down
That should make that part more symmetrical
00:30:098 (4) - Move this up and outta there like this
http://osu.ppy.sh/ss/116790 it helps the map not get too cluttered and hard to read.
00:33:098 (1) - Add a finish
00:37:462 (1) - ^^
00:41:825 (1) - ^^
00:52:734 (4) - Avoid having short multiple-repeat sliders on a normal. This can be confusing to the below average player
00:58:189 (3) - Move this 1 grid down and 1 grid right
01:38:825 - This break is indeed in the right place, it just feels too long. Make it as long as RJ's
02:16:734 (1,2) - This is really confusing looking
02:24:370 (4) - New combo so the drain isn't so harsh here
02:39:097 (1) - Avoid having short multiple-repeat sliders on a normal. This can be confusing to the below average player. Here's an idea for this part
http://puu.sh/3wM002:46:734 (5) - Move this 1 grid left so it isn't touching the 3 and 4
RJ's HardThis difficulty has different timing than the others!3 objects are unsnapped!Digging the hitsounds on this
That's funny, this has a higher slider velocity than the Insane. I can see why though, it has larger circles.
01:28:194 (6) - New combo?
02:25:466 - Add circle, would be awesome here
02:39:374 (3,4) - These are tough to tell that they are meant to be hit rapidly. I suggest making it more obvious.
02:48:102 (3,4) - ^^
Taiko OniMan that speedup freaked me out
It's pretty darn solid
InsaneI think the main problem with the diff is the many antijumps under sliders
For example, right at the beginning 00:03:098 (3,4) - Is a simple circle under a slider
that you hit quickly. However 00:19:189 (7,8) - Is an antijump circle under a slider. Playing both one after another may confuse the player because they don't know what to expect. There's nothing technically wrong with having them, it's just something that might trip up the player.
00:16:462 (4,5,6,7,8) - Move these a grid to the right so it looks better with the 00:15:371 (6)
00:18:098 (1,2,3) - This stream could be more straight
00:18:643 (4,5,6) - ^^
00:30:098 (3) - Move this 1 grid to the left so it's under the 1
00:33:916 (5) - I'd change this slider into hitcircles. It's not a good idea to have a random 1/4 slider in a stream of circles
00:42:643 (5) - ^^
00:47:553 (5,6,7,8) - Fix the spacing on these
00:52:871 - Add a circle here. Makes more sense and plays better
01:08:689 (4) - Change this slider into hitcircles.
01:09:234 (7,8) - Try arranging these two like this
http://osu.ppy.sh/ss/116777 , sounds and plays great
01:15:780 (5) - Make this 5 not touch the 3. The problem here is it creates the illusion that 6 will be where 3 is.
01:17:007 (1,2,3,4,5,6) - This is a good example of the antijumps becoming a problem. This is frustrating to read
01:38:825 - This break is indeed in the right place, it just feels too long. Make it as long as RJ's
Gets pretty nice, love the beat here
02:40:052 (6) - I'd replace this with circles again. Sure a large portion of the stream is sliders but it should only transition once from sliders to circles, not slider circle slider circle
Nice ending
Good mapset for someone coming back to mapping, well done!
EDIT: Putting my map in here for m4m
http://osu.ppy.sh/s/33197