Bitches can't hop on this swag like I can.
Overall:
Take a look at this regarding diff names (Thanks Lust for the link!)
Is this the official cut of the song, or did you cut this manually? Just curious.
Finish the mapset. If you already have an E-N-H-I spread, then make the Normal a normal and the Hard a hard. From looking at these diffs, I'd rate these as E-H-I-I.
Suzuno:
GYAAAAAA THE SPEED IT'S OK TO BE CALM SOMETIMES.
00:01:356 (2) - I'd usually not start off a map with a jump like this, since the spacing hasn't really been established yet.
00:04:488 (3,4) - These jumps seem odd since they follow transitional drums, rather than really impacts
00:07:125 (1,2,3) - Why
00:07:620 (4,5,6,7,8,9) - What are these triples following?
00:10:917 (1,2,3) - ^
00:26:081 - Random blank space?
00:29:378 (1) - Odd jump here considering that there's no real impact or anything.
00:29:873 (1) - This spacing is really hard to read since it's shorter than the jump spacing but not neccesarily the regular established spacing.
00:30:037 (2,3) - I'm a fan of things like this when they have cool hitsounds warranting the need to put this. But these both are un-hitsounded.
00:31:686 (1,2,3,4,5,6,7,8,9,10,11) - Like what are these following.
00:32:675 (1,2,3,4,5) - These are REALLY big and I can't always find what these are following.
I'm going to stop this diff's mod here and lecture for a bit. Insane diffs have jumps, yes, but the important thing to remember about jumps is that they need meaning. In a perfect setting, you should be able to look at every jump and find a justifiable reason to have it within a song. Sometimes, people can get away with some pretty bullshitty jumps (see
jonathanlfj or
val0108. However, they get away with it because of playability, purpose of notes (ie. Hitsounding, developing transitions, etc), and often times, the patterns they make a fun to play and easily recognizable. I'm not a fan of val0108 sometimes, but I'd really suggest looking up jonathanlfj's insanes. He's easily one of the best in creating jumps that are both diffcult yet enjoyable to play.
Also slider speed changes are bad don't do that unless its really fitting, and even then, slight is always good.
Ayari:
00:02:510 (1,2,3,4,5,6) - If you have jumps in the beginning, why is this normal spacing? shouldn't it be the other way around?
00:05:807 (5,6,7,8,9) - The sweet love of jesus. Add NC on (5), and preferably remove the jumps. Especially because this part of the song is softer and doesn't really have much backing drums or drive at all.
00:18:829 (2,3,4) - Why is this triple?
00:22:785 (3) - I'd suggest for things like this, to fill up the blank space, that you change this to a slider. It's awkward to have a lot of blank space and then randomly just 3 notes.
00:30:037 (1,2,3,1,2,3) - This is actually kind of nice.
00:34:818 (5,6,7) -
00:39:268 (1) - If you're gonna have a jump here, then I'd have this in the jump spacing to finish off the pattern before going back to normal spacing.
00:51:796 (2,3,4,5,6,7,8) - Cool hitsounds pls
Same thing as insane, but this diff does it a lot less thankfully. Jumps are your friend but they're not your girlfriend. Same with triples.
Akeno:
AR +1
haha fuck i love you ra-s
01:26:741 (1,2,3) - These two sliders look like a vagina because they're such slight curves. Make these either straight lines or deeper curves.
02:07:125 (8) - It's an ok looking slider, but I'd personally think it'd look nicer if the curves were much more presented than they are now.
Note how the map is still difficult but doesn't use jumps everywhere. Yay.
Gono:
As reference, easy diffs are not just based off of 1/1. Easy diffs are pretty much taking the easily identifiable melodic structure, and making it as easily playable as possible. This means sometimes using the red ticks. For instance, this is how I'd map the beginning if I were making an easy for this.
http://puu.sh/646V4.jpg00:03:417 (1) - End this on the previous red tick
00:55:092 (1) - Random long sliders are a big no no. Especially when they don't fit the music.
01:00:367 (5) - ^
01:25:422 (2) - It'd be nice if this made a coherent pattern with the previous slider.
01:35:972 (1,2,3) - There you go yay
01:43:884 (4) - NC
Still could use a lot of work. The best way to get ideas is to look at skilled mappers who effectively utilize jumps in their maps. The thing that sucks is that a lot of people don't do this lol. A good guideline is that you should be able to justify why every jump in the map is in place, without just going like "Oh yeah it looks cool hehe"
I'd also suggest finishing the hitsounding. If the hitsounding is finished, make it deeper. Maps, alongside the notes, should also be a hitsounding adventure, with proper hitsounding driving the map. Here's a good example of this
I'd link a MoonFragrance map but I don't have one off of the top of my head that would be a really good example. Check out his stuff too tho.. You don't have to be this extreme, but still, note how the hitsounds help drive the pretty simple map.
Yay.