Heya! Good luck on studies.
When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm
[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh)
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)
[fanzhen's Hard]
great stuff
[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon.
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern ->
https://osu.ppy.sh/ss/434082401:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better ->
https://osu.ppy.sh/ss/434084101:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle?
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read
[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea ->
https://osu.ppy.sh/ss/434094200:18:400 (1) - Maybe remove a repeat from this slider?
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful.
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more ->
https://osu.ppy.sh/ss/434098000:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive ->
https://osu.ppy.sh/ss/434100400:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... ->
https://osu.ppy.sh/ss/434102200:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - ->
https://osu.ppy.sh/ss/434104001:20:181 (2,3) - This is a really weird pause
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine.
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much.
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.
[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. ->
https://osu.ppy.sh/ss/434111200:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x?
https://osu.ppy.sh/ss/434118200:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up ->
https://osu.ppy.sh/ss/434113100:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat ->
https://osu.ppy.sh/ss/434119300:37:525 - 0.90x?
https://osu.ppy.sh/ss/434119800:41:181 (2) - Raise this a little bit higher? ->
https://osu.ppy.sh/ss/434122500:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? ->
https://osu.ppy.sh/ss/434120900:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? ->
https://osu.ppy.sh/ss/434123900:45:212 (2) - It's hard to see this slider, maybe have it go the other direction ->
https://osu.ppy.sh/ss/434201300:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here ->
http://osu.ppy.sh/ss/434202400:52:665 (3) -
Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something ->
https://osu.ppy.sh/ss/4342070 01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval ->
https://osu.ppy.sh/ss/434207801:19:337 (5) - Reverse this so the jump is easier up to the top right? ->
https://osu.ppy.sh/ss/434208201:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump
[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. ->
https://osu.ppy.sh/ss/434220400:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this
[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.
00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea.
https://osu.ppy.sh/ss/434228000:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much.
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read.
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff