From my queue~
Here are some suggestions,
feel free to use any.
Red: Unrankable or extremely questionable
Blue: Strongly recommended change
Black: Simple suggestion
[Easy]
00:31:001 (5,6) - Swap the positions of these two like you see below as it makes more sense with the music:
00:38:356 (3,4,5) -
Replace this with a reversing 1/2 slider. The issue with stacking notes on Easy difficulties is that beginner players generally perceive stacks as needing to be hit in immediate succession, and that is definitely not the case since each note is spaced 1/2 in time. In most cases, stacks are generally avoided in Easy for this reason.[Normal]
There are spacing inconsistencies that occur occasionally throughout this difficulty. I decided not to point them out because of how frequently they occur so please have a look through to see where they are and correct them to a consistent distance.
00:04:410 (3) - Not sure what this slider is emphasizing in the music. I suggest you replace this with a note on 00:04:268 and a 1/2 slider on the blue tick that follows after that just like you did for 00:08:795 (3,4) since it sounds identical:
00:38:922 (4) - NC to stay consistent with your NC patterns.
00:41:185 (1) - Why did you decide to use a spinner here when you mapped it out on Easy? Consider removing this spinner and mapping out this section.
00:47:974 (4) - NC to shorten this combo, it's quite long
Not bad at all, just check for those spacing issues and fix them accordingly and this'll be on its way to becoming a great Normal diff!
[Hard]
I'm on the fence about the use of CS5 on this difficulty but i'm assuming if it's something you haven't changed yet then I suppose you intend to keep it. However CS4 feels much more appropriate for a Hard in my opinion and it would also bridge the gap in the CS spread of your mapset (Normal is CS3 and Hard is CS5?), but I guess it's just a preference.
00:27:041 (1,2,3,4,1) -
The quick movement is very unpredictable for a first play-through since it uses greater spacing than what you did for 00:17:847 (3,4,5,6,7) and therefore appears as if the notes at first glance all have 1/1 time inbetween them. I highly recommend you do something like this: 00:31:850 (3) - Move this slider to the left a bit so you can avoid the slight touching with 00:32:698 (2).
00:40:336 (2,1) - The overlap between these two doesn't look that great and can be easily avoided. You can turn off grid snap and move 00:41:185 (1) so the tail stacks perfectly on 00:40:336 (2) and then properly adjust 00:40:902 (4,5). It should look something like this:
00:41:185 (1,2,3) - Holy cow, the spacing between these three sliders is enormous and also very inconsistent. I suggest you tone down the distance a bit or at least make the jumps equal in distance.
00:44:580 (4) - This note would look better if it was centered perfectly, just shift it right a few grids.
00:45:145 (1,2,3,4,1) -
Same suggestion as 00:27:041 (1,2,3,4,1).00:58:441 (4,5,6) - The spacing on this stack is a bit inconsistent, make sure they are spaced equally.
Not much else I have to say. Pretty nice for your first Hard, keep it up!
[DragonSparta's Insane]
I suppose CS5 is acceptable as this is an Insane difficulty but just note that even casual Insane players might have a difficult time enjoying this. Please consider CS4. It allows for much more comfortable gameplay. (especially with this spacing)
Furthermore, I just don't agree with the difficulty settings for this diff in general because you've created such a huge gap in skill requirement to be able to pass this after clearing Hard. With the exception of OD (which is the same as Hard by the way) you should consider toning some of them down. Try these settings, they played a lot better for me:
AR8 (-1)
HP7 (-1)
OD7 (+1) -
only increase this if you change to CS400:09:502 (1,2,3,4) - This feels very under-mapped for an insane. You should change these circles to 1/2 sliders to properly emphasize the vocal holds.
00:11:765 (1,2,3,4,5,6,7,8) - This entire combo feels very awkward to play after what you decided to bring out in the music from the previous combo. It was rather unexpected to start playing along to sounds in the BGM when that "hooo" vocal sound is still so prominent. I strongly recommend you consider mapping this combo to play to the vocal or another option would be to map the previous combo to play along to the BGM.
00:12:331 (2,3,4,5) - From a testplay I can tell you that the jumps here feel very uncomfortable and seem unnecessarily large. Try something like this so the circles fall more in-line with the sliders:
00:15:584 (1) -
The use of a note here is overmap since there is no sound to back it up. It also sounds, and plays a lot better without it so I would remove it.00:20:817 (1) -
You need to raise the volume here because this object is currently inaudible and therefore unrankable. I would raise it up to at least 25%.00:21:383 (2) -
^ as this one is barely audible.00:28:172 (3) - The overlap with 00:28:738 (5) looks quite strange and unecessary, consider moving this slider down to avoid the overlap.
00:31:425 (8) - The blanket here isn't very clean.
00:39:771 (6,7,8) - How come these sliders are all curved differently? Maybe curve them all the same, it would look nicer.
00:44:014 (1,2,3,4,5,6,7,8,9,10) -
This is extremely difficult to read for a player of any skill level even with the very insignificant spacing difference to distinguish the time between each note. I can assure you that any BAT these days would not approve of this.00:44:297 (2,4) -
These two notes are overmapped due to there being no sounds in the BGM to justify the use of them. I strongly suggest you remove them.00:51:935 (7) - This slider didn't feel that great for me. I think it would be a good idea if you removed the reverse and used a 1/2 slider here to properly emphasize the downbeat and brief vocal hold. This means you should delete 00:52:783 (1) to accommodate for the 1/2. Here is an example of what I mean:
SPOILERNC the new 1/2 slider if you follow this.
00:52:783 (1,2,3) -
There's nothing easily identifiable in the music to justify the use of an anti-jump here. Because there isn't a 1/1 gap in time between the notes, all this serves as is a readability gimmick for the sake of difficulty to which most likely will cause people to combo break. Unstack these notes.00:54:481 (1) - Remove NC to fit your patterning
00:54:764 (2) - NC as it's nice to get in on the downbeat
00:57:027 (1) - Move this a grid right to get this to be perfectly centered.
This map has the potential to be a great insane and has some very fun elements to it but at the same time it could definitely use some work. In any case, good job and I hope this helps.
Yeah, sorry for not that much on the easier diffs. I started with Insane and got kinda sleepy. (also i prefer to mod insanes) Please let me know in-game or through PM if you have any questions about any of the suggestions!
Best of luck~