Mod
GeneralUse offset 2967 and resnap all your notes, inheriteds, and preview times.
What is ∞ doing in the title?
EasyNeeds more hitsounds. Listening to the same dull thud after awhile gets boring. I will rate down maps that lack the necessary hitsounding to keep me interested in playing.
00:14:731 (3,4,5) - By turning grid snap off you can fix spacing differences like this. Spacing isn't divided evenly across the grid at certain angles. Grid snap off ensures that the spacing is perfect.
00:15:908 (5,1) - The alignment can and should be better here. In general it will look better if curved sliders or note curves make a seamless curve. It should look like the objects make one single arc.
http://osu.ppy.sh/ss/927458 00:31:202 (1) - This shouldn't be the only clap in this section. It should go along with some form of consistent hitsound rhythm. Try adding a clap here as well 00:34:731 (5) - . That is a very basic pattern. you could make it more interesting by adding a clap every other hitcircle. Add clap, skip circle, and then add clap. You could make the pattern even more complex by adding whistles to the skipped over circles. You can choose how involved you want the hitsounds to be. the later parts seem to indicate that you do know how to hitsound correctly.
00:35:908 (1,2,3,4,5) - New some form of hitsounding as well. The previous approach to hitsounding could work, but there may be something even better. you could try adding a clap then skipping two circles, then adding a clap again. If you want to be real fancy you could add a whistle sound after each clap.
00:41:202 (2,3,4) - also very hitsoundable. I might want to go light on the hitsounding here. Maybe leave 4,5 unhitsounded!
00:44:143 (5,1) - Too close.
01:00:614 (2,3,4) - Make spacing exactly 0.80 here or the exact same spacing at least.
01:10:025 (3) - I'm not sure about this being a clap. It doesn't benefit the song at all. The previous object sounds better as a clap.
01:19:437 (3) - not sure if i like this forming a straight line with 2 or where you have it. I guess it's a matter of personal preference.
01:55:908 (1) - you start first kiai with a finish. Why is there not one here?
01:58:261 (3,4) - These were whistles in first kiai. Add whistles
Okay there are several hitsounding difference in second kiai. It should be the same hitsound patterns for both. go through and make sure the hitsounding is consistent.
02:24:143 (1,2,3,4,5,6,1,2,3,4,1,2) - Technically needs very minimal hitsounds since it's mostly vocals. There are patterns that can be hitsounded here. I'll just leave it as it's possible. 02:24:143 (1,2) - this sound pattern continues and could be used for a hitsound pattern.
02:32:378 (2) - Add soft finish to the end.
02:35:908 (2,3,4,5) - I think hitsounds would spice this part up. More whistles would be nice for the entire kiai.
02:40:025 (1,2,3) - whistles on 1,3
02:41:790 (4) - although I feel this is bland without hitsounds, at this volume the sounds overpower the song when I add them. a finish on start would work.
02:42:967 (5,1) - whistle on these circles (start of 1).
02:43:555 (1,2,3,4,5) - The notes that bridge the gap are good hitsounding notes.
02:48:849 (1,2,3,4) - finish on 1, whistles on 2,4. also this curve look lumpy. Make a smooth transition?
02:53:555 (3) - Try having a new combo here to make the change of pace more identifiable.
It's pretty easy to identify places where hitsounds would go well here. Try to find rhythms and experiment a bit.
03:02:967 (1,2,3,4,5,6,7,1) - I was on the fence about the previous version being difficult for the easiest difficulty. This is too many notes at this timing in a row for the easiest difficulty. I recommend removing some of the notes to make it simpler.
Crazy00:18:681 (2,3,4,1) - A bit cluttered with the overlap, but the process to fix the overlap just creates a mess out of your patterns. It's probably not worth fixing. Let this just be a comment. Don't screw up your flow trying to fix this.
00:23:534 (1,2,3,4) - The randomness confuses me here. I can't play it that well in general though. I don't like this random spacing in maps and prefer symmetry. it doesn't need to be symmetrical, but the more consistent it appears the easier it will be to read.
00:26:769 (2,3,4) - Why a triple? wouldn't a slider make more sense?
00:28:240 (3,4) - I think I tolerate this pattern rather than actually like it. If you changed the curve slightly you can get a blanket here.
00:38:240 (1,2) - Why does this one start spaced differently? Although this pattern seems even less reliant on slider positioning. Maybe there is a way you could even out the spacing to make it more consistent.
00:44:416 (2,3,4,5) - Looks out of place IMO.
http://osu.ppy.sh/ss/927644 <- Much better than a rectangle pattern.
00:45:298 (1,2,3,4,5,6,1,2,3,4,5,6) - Pattern isn't cleanly made. The transition from the first shape into the second one doesn't form anything particularly interesting. The stack leniency messes with the spacing, and the second pattern's stack is 0.05 off being 0.90 snap like the other patterns.I suggest making a symmetry pattern of sorts with the first two patterns. I came up with this
http://osu.ppy.sh/ss/927660 Slight adjust to the slider shape on the right and repositioned the stack to better align with the slider end. Copied that pattern and flipped vertically and then horizontally.
00:46:475 (1,2,3) - Slider adjust to make it similar to the other shapes.
01:00:446 (4) - I think it looks better if it were placed somewhere between the two sliders like around x 254, y 118
01:00:151 (3,1) - The slider angles are different. ._.
01:00:887 (2,3,4,5) - This is an unusual pattern, but it flows nicely.
01:06:475 (1,2,1,2,1,2) - Confusing. Don't switch directions and spacing for the middle column.
01:16:475 (1,2,3,4) - I don't like this. I would prefer not to jump and had hitsounds.
01:28:534 (4) - Move 1 grid 3 unit up.
02:02:946 (1,2,3,4,5,6) - Pain to sightread, but okay. I would have had the first two object as a slider and had done a different pattern.
03:07:063 (4,5,6,7, 1)- feels weird to play.
03:09:269 (2) - Properly stack on the slider end.
Already been working on this for hours. I'm going to save the remaining difficulty for another day, so i can work on my own maps.