Hello! Drive-by modding~
[Insane]
I can't find anything wrong with this map. That's a good thing, right? So I'll just shower you with compliments instead, okay?
00:03:653 (2,3,4,5,6,7,1) - This is the point where I realized, wow, you must be a professional mapper. I pulled out my wallet and started tossing bills at the screen, because I'd pay you to map like this not really I'm poor sorry Skeptics at this point might yell, "OVERMAPPED" but not me. I believe in you.
00:16:006 (5,6,7,8,9,10,11,12,1) - I really like the spacing on your streams. But um, this might just be me, maybe I'm blind, idk, but I think the start of this stream (the 5-circle) isn't placed on the stream curve. I think the positioning is off a bit, slightly too far up. pleasedonthurtme
00:18:527 (5) - Nice hitsound.
00:36:678 (4,1,2,3,4) - I'm really amazed at how well your sliders interact with one another. You utilize so many different spacings here but the sliders all seem to fit together so perfectly.
00:46:762 (5,1) - The corner is the perfect spot for this stack. I don't think it could have worked anywhere else.
00:49:283 (1,2,3,4,5,6,7) - Hnnnnng accelerated spacing into repeat slider. This is like, my osu-fetish.
00:53:316 (1,2,3,4,5,6,7,8,9,10,11) - I love this combo, especially towards the end. The central jump (9,10,11) just completes it so well. Also your sliders have really, really nice curves. You arrange those gentle slopes in such a beautiful way. Er, please don't take that the wrong way.
01:03:401 (1,2,3) - The pieces here fit together so well. Like Legos. Or Tetris.
01:07:182 (6,7,8) - What is this called? There has to be a name for this specific kind of slider/hitcircle placement. Because it's just awesome. I'll call it the Oyatsu-Central-Slider-Stack-Jump from now on, until someone corrects me.
01:10:459 (6) - Let me just say that I love you for not stacking the beginning of this slider onto the 3-circle in this combo. Most mappers would be like omigosh, DISTANCE SNAP and slap it right on top of the 3-circle. But not you. <3
01:30:375 (3,1) - Okay, so about that last comment I made about the stack in the corner, and how it couldn't have worked anywhere else on the screen? I lied. Because somehow you managed to pull it off here as well. Somehow everything you do is fantastic. You're fantastic. Did anyone ever tell you that you're fantastic?
[Hard]
This is a very enjoyable map! I usually don't have this much fun playing through a map that isn't of 5-star difficulty. Your arrangement of map elements is aesthetically stunning, which, combined with your high degree of skill (or perhaps supreme intuition) at placing jumps, makes for extremely satisfying play.
01:11:468 (1,2,3) - It might be a good idea to arrange this in a way that isn't as linear. The vocal rhythm here gives you a lot of room to maneuver with your jumps, and linearity here is a bit boring in my opinion. Maybe this is the perfect opportunity to sneak in your patented Oyatsu-Central-Slider-Stack-Jump...?!
01:31:132 (2,3,4) - This plays somewhat awkwardly for me. I think it's the positioning of the long slider following the somewhat unexpected (in terms of the vocal rhythm) repeat slider. Another thing that I think is an issue is the skipped downbeat in the middle of the long slider, which is followed by a hitcircle after only 1/2 of a beat. I think that skipping over the downbeat here causes the player to expect a longer delay following the slider release. I can't really explain it too well I guess, but for me this section is just a bit strange.
[Normal]
Approach Rate up to 5 (+1). AR4 is much too slow; and in fact seems to make the timings a lot harder to read. There's just too much going on on the screen at one time with AR4. AR5 fixes this issue of information overload, imo.
00:51:300 (4,5) - I think you should space these two out a bit more. The long slider here prepares the player for a jump, should you choose to execute one, and it just so happens that the music would fit perfectly should you decide to execute a jump here (transition of focus from vocal melody to percussive elements, ex. open hi-hat into snare). That is to say, maybe you should make this a jump.
01:08:695 (4) - As above. In this difficulty, you seem to have chosen to stick with a single distance snap. Your jumps in Insane were so beautiful! Why not try and replicate some of that same beauty here, for newer osu players to enjoy?
[Easy]
Like with Insane, I don't see any issues here. But I mean, there's always very little room for error when you're dealing with a class of difficulty whose maps consist of 95% white ticks...
So I hope you'll forgive me for going a bit light on the compliments on this one, ahaha...
00:00:880 to 01:39:451 - Excellent work!
[General]
Overall, this is very incredible mapping! You now have +1 adoring fans. Here I normally wish the mapper good luck in getting their map ranked, but you're not really gonna need that, so I'll just wish future modders good luck in finding anything to mod about.
Thank you for letting me play through your maps, Oyatsu-of-the-Heavenly-Jump. OTL