General
- bg size should be 1366 x 768. Yours is a pixel off, slap me later
- Artist should be "Suzuki Konomi n' Kiba of Akiba". Proof is in the video: https://osu.ppy.sh/ss/940623 and you have it in artist unicode
- the kiai times of all diffs except Insane and RLC should be consistent. Simply delete the last kiai from Rejection or apply it to your other 3 diffs.
Easy
00:06:501 (1) - Finish on head would sound nice
00:15:051 (1,1) - kinda worried these are too close especially for a higher bpm song. Try this instead: https://osu.ppy.sh/ss/940640 The extension of the spinner is also a safe bonus imo
00:33:051 (1) - Ctrl + J for better contrast with 00:30:951 (2) - ? http://osu.ppy.sh/ss/940646
00:48:351 (1) - Delete NC, I didn't catch the point of these single combos
01:21:651 (1) - ^, the combo spam might confuse beginners who follow the notes numerically (idk who does actually though lol), especially with the low AR
Normal
00:13:551 (2) - Add reverse. Catching the downbeat in this case feels more natural imo
00:37:851 (1) - Try starting this back at the red tick http://osu.ppy.sh/ss/940699 (ignore note placement) It'll catch the hold of the vocals, which is more dominating in this section
00:45:951 (3,4,5) - maybe arrange them something like this to avoid breaking distance snap http://osu.ppy.sh/ss/940661
01:13:551 (1,2) - Try this rhythm instead https://osu.ppy.sh/ss/940736 (ignore note placement again lol) Having the sliders match the drumroll would be neat
Rejection
00:34:776 (1) - snap to 1/6 http://osu.ppy.sh/ss/940771
00:42:801 (2,1) - This spacing is too extreme in proportion to the rhythm i feel. Additionally the tone of the music doesnt merit this big of a jump imo. Same for the other combos after this. Consider moving these closer
00:58:701 (8) - Stack this tail on the head of (5). just an idea
01:19:851 (1) - i'm really feeling sketchy about this. Why not just end the spinner here? if you're keeping it though, NC
Hard
00:06:501 (2) - Finish on head
00:12:501 (2) - oops, extend to red tick
00:13:251 (1,1) - Highly suggest you separate these. This type of touching usually indicates a 1/2 or 1/4 rhythm. as a result, this little antijump may cause some confusion
00:30:351 (7) - Add a reverse. I see this quick 1/4 slider really inviting players to immediately go for the next note when the rhythm is actually extended more. It's a similar antijump case as the previous point
00:32:451 (1,1) - again, consider separating these
00:34:851 (1) - snap to 1/6 please http://osu.ppy.sh/ss/940804
nice
RLC is seductively awkward
00:13:251 (1) - This drumroll actually uses 1/4 and 1/6 if you hear it closely. Try this rhythm or something similar http://osu.ppy.sh/ss/940820 (1) is 1/4 and (2) is 1/6 btw
Insane
00:34:776 (1) - snap to 1/6
01:19:851 (1) - Like in Rejection, i'm really against this 1/4 right after the spinner
Pretty sweet map
i was under slight time constraints so sorry if I didn't elaborate some points enough xD feel free to pm if that happens
Good luck for the rank!!
- bg size should be 1366 x 768. Yours is a pixel off, slap me later
- Artist should be "Suzuki Konomi n' Kiba of Akiba". Proof is in the video: https://osu.ppy.sh/ss/940623 and you have it in artist unicode
- the kiai times of all diffs except Insane and RLC should be consistent. Simply delete the last kiai from Rejection or apply it to your other 3 diffs.
Easy
00:06:501 (1) - Finish on head would sound nice
00:15:051 (1,1) - kinda worried these are too close especially for a higher bpm song. Try this instead: https://osu.ppy.sh/ss/940640 The extension of the spinner is also a safe bonus imo
00:33:051 (1) - Ctrl + J for better contrast with 00:30:951 (2) - ? http://osu.ppy.sh/ss/940646
00:48:351 (1) - Delete NC, I didn't catch the point of these single combos
01:21:651 (1) - ^, the combo spam might confuse beginners who follow the notes numerically (idk who does actually though lol), especially with the low AR
Normal
00:13:551 (2) - Add reverse. Catching the downbeat in this case feels more natural imo
00:37:851 (1) - Try starting this back at the red tick http://osu.ppy.sh/ss/940699 (ignore note placement) It'll catch the hold of the vocals, which is more dominating in this section
00:45:951 (3,4,5) - maybe arrange them something like this to avoid breaking distance snap http://osu.ppy.sh/ss/940661
01:13:551 (1,2) - Try this rhythm instead https://osu.ppy.sh/ss/940736 (ignore note placement again lol) Having the sliders match the drumroll would be neat
Rejection
00:34:776 (1) - snap to 1/6 http://osu.ppy.sh/ss/940771
00:42:801 (2,1) - This spacing is too extreme in proportion to the rhythm i feel. Additionally the tone of the music doesnt merit this big of a jump imo. Same for the other combos after this. Consider moving these closer
00:58:701 (8) - Stack this tail on the head of (5). just an idea
01:19:851 (1) - i'm really feeling sketchy about this. Why not just end the spinner here? if you're keeping it though, NC
Hard
00:06:501 (2) - Finish on head
00:12:501 (2) - oops, extend to red tick
00:13:251 (1,1) - Highly suggest you separate these. This type of touching usually indicates a 1/2 or 1/4 rhythm. as a result, this little antijump may cause some confusion
00:30:351 (7) - Add a reverse. I see this quick 1/4 slider really inviting players to immediately go for the next note when the rhythm is actually extended more. It's a similar antijump case as the previous point
00:32:451 (1,1) - again, consider separating these
00:34:851 (1) - snap to 1/6 please http://osu.ppy.sh/ss/940804
nice
RLC is seductively awkward
00:13:251 (1) - This drumroll actually uses 1/4 and 1/6 if you hear it closely. Try this rhythm or something similar http://osu.ppy.sh/ss/940820 (1) is 1/4 and (2) is 1/6 btw
Insane
00:34:776 (1) - snap to 1/6
01:19:851 (1) - Like in Rejection, i'm really against this 1/4 right after the spinner
Pretty sweet map
i was under slight time constraints so sorry if I didn't elaborate some points enough xD feel free to pm if that happens
Good luck for the rank!!