Welp.
You have a few nice ideas that would also go well with the song, but placement seems poor at times. It's also inconsistent. And, what's kind of the most important thing.
It's not hitsounded. Hitsounds are required for anything that's supposed to be ranked, so you better get on with that.
I strongly advice to get a bunch of mods more before attempting to get a Bubble, preferably from modders that pay attention to more than just the surface.
That being said, this is not necessarily a bad map. It's very interesting to play, and if it gets a bit more cleaned up and polished with proper hitsounding, it can be great.
Ascension Reincarnation
- 00:10:041 (1) - my initial thought was to change this slider into 2 circle, simply to emphasize that the drums are kicking in and it would also raise the attention on the vocals on the next slider
- 00:15:688 until 00:26:982 - i don't like your shapes and angles in this section. Yes, the spacing stays the same, but angles like 00:17:629 (9,10) - are much cleaner and simpler to play than stuff like 00:23:982 (13,1), which is a really sharp back-and-forth movement. Overall it feels like this was all just more or less randomly placed with only distance snap in mind. Consider that distance isn't the only thing that has influence on how objects feel. Additionally, the occasional stacks add weird stops that don't go well with the songs.
- 00:32:629 (1,2,3,4,5,6,7,8,9) - for patterns like this, you could just use the "Create Polygon Circle" tool to achieve a much cleaner image.
- 00:36:864 (1,2,3,4,5,6,7) - I've already talked to you about this in IRC. Try the follwing snaps, it's probably the best you can get out of this part. (1-6 is 1/6, 7 is on 1/12, the rest are on 1/8 or even 1/16. Make sure to use sliders because no one could play this accurately lol
- 00:38:276 (1) - this applies to the whole map in general: wub sliders that end before the next beat would sound better if the tail was silenced or at least lowered in volume.
- 00:41:805 (3) - have this end on the white tick and add a new slider at the blue tick, where this one currently ends? would fit the ... sound, better
- 00:43:217 (6,7,8) - I'd like to see these seperated from the previous objects in the same combo, the tone they're mapped on slightly changes and it feels weird to just treat them the same as as before. You could put a NC and/or display them differently by making them straight or changing the angle/spacing to accentuate them. This is also a repeated thing throughout the map, so maybe you can just add NCs at these spots
- 00:51:688 (1,2,3) - snapped incorrectly: 2 should be on the white tick here and 3 would be perfect on the yellow tick at 00:52:261. I suggest to delete 3 and make 2 end on that yellow tick, you can't expect people to read 1/8 snaps. You can then add an object on the downbeat at 00:52:393. This makes sense anyway, it's a very dominant beat after all
- 00:53:041 (5) - at this point you could improve readability if you deleted 5 and 6 and placed a 1/6 with a reverse arrow on 00:53:099. Would then look like this:
- 00:55:923 (1,2,3,4) - just for clarification: why are all these 1/3?
- 00:58:923 (1,1) - get rid of one of the NCs here
- 01:00:158 (8,9,10,11,12,13,14) - this is seriously too hard compared to the rest of the map, it's effectively 255 BPM streaming. Reduce the amount if consecutive circles to 3 instead of 6, then add a slider with a single reverse on 01:00:335 . Also consider compressing the the srteam more so it won't be mistaken for 1/4
- 01:02:452 (1) - Remove this NC, it doesn't really serve a purpose
- 01:13:727 (2) - really unfitting slider, ends on string drum beat and strong vocals, so you might want ro remove this from here and place a slider at
01:13:550 - or 01:13:903 - to have it more fitting. - 01:14:433 (5) - same issue as above
- 01:18:556 (6) - ^
- 01:19:212 (2) - ^ etc.
- 01:29:226 (4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Nope. Way too hard when put into perspective. A lot(!!) of players that would pass the map easily would fail here or break combo. Not only is it a rather long 220 BPM stream, but it's also rather widely spaced with empasis on the strong beats.
Reduce the spacing, add (reverse-)sliders. Keep it reasonable. - 01:30:589 (1) - and while we're at it, don't use a 1/4 slider with a single reverse in 4/4 streams, because this would land on the red tick and then the next circle is on the blue tick. this pretty much switches the entire focus of the stream and confuses the player. Add a reverse arrow, the slider will then cover a 4 1/4 ticks and the next circle will land on a white tick, starting a new 1/4 rhythm. it feels mroe natural and is easier to understand.
- 01:34:271 (6) - this should be snapped on 01:34:305 -
- 01:34:680 (2) - make this end on 01:34:851 - and delete 01:34:885 (3), it's overmapped.
- 01:36:044 (1,1,2) -
- 01:38:226 (1) - more fitting rhythm for the measure starting here:
- 01:49:589 (2,3,4,5) - this is actually pretty cool
- 01:52:135 (4) - make this end on 01:52:305 -
- 01:53:203 (8) - why isn't this snapped on the white tick? It should be
- 01:53:942 (2,3) - and these should both be snapped 1/8 later
- 01:54:589 (5) - excuse me but this one just doesn't look good, visually. Try to make the curves mor clean and less crunched
- 02:04:953 (2) - the problem with kicksliders like this is that you can't hit them late, because that will instantly result in a sliderbreak. At least make this 1/8 slider instead of 1/16.
- 02:10:764 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - same issue as the beginning, there seems to be no thoughts behind these shapes and movements. Try to get some structure in here, use sliderpairings by mirroring them, or use symmetrical patterns (that don't mess with the spacing ofc) or other stuff that seems less random.
- 02:34:903 - why do you just skip the white tick here? there's vocals that want to be mapped
- 02:36:315 (1) - delete NC, also,I would map this one as two circles on the white and red tick here to fit the vocals.
- 02:40:727 (1,2) - swap NC? because of what I explained earlier in the first part.
- 02:47:139 (3) - this one ending on a strong downbeat feels really wrong, try to shorten the slider and add something on the downbeat
- 02:47:962 (1) - why these NCs again
- 02:49:374 (8) - add NC here
- 02:50:962 (1,1) - remove both NCs here
- 02:52:903 (6) - same issue about supershort kicksliders as before, make this a tad longer
- 02:53:609 (1) - i can understand this NC here because it's on a rather strong vocalish change but why 02:53:786 (1,1) - these too? get rid of them
- 02:55:021 (1,2,3,4,5,6,7) - same as the other 1/6 stream i addressed
- 02:58:197 (4) - add NC
- 02:57:491 (2) - slider too short
- 03:00:668 (6) - you might want a NC here
- 03:16:889 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - yep, this is way too hard again
- 03:18:809 (1) - too short, it also has one reverse arrow too much.
- 03:22:626 (5) - consider a NC here
- 03:29:717 (1) - remove NC
- 03:30:399 (2) - shouldn't this be 1/6?
- 03:33:717 (7) - exchange this with a circle and add a slider on 03:33:808 - simpyl to go with the vocals better
- 03:34:626 (1) - repeated issue with the kickslider
- 03:51:675 (2) - ^
- 05:02:955 (1,2) - unfitting sliders, make them both have 2 reverses to fit the rhythm.
- 05:03:364 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - stream is too long and could use some NCs
- 05:04:864 (1) - I'd say this kickslider is actually okay because it's emphsaizing the distorted sounds so well
- 05:11:954 (1,2) - this slowdown is a little awkward, the song doesn't really suggest it imo. You didn't use slowdowns like this in other parts where this sound is used, either.
- 05:21:312 (1) - remove NC
- 05:22:819 (3) - for correct snap, place on 05:22:819 -
- 05:23:629 (2) - this would feel better if it was snapped on 05:23:629 -
- 05:31:747 (1) - make 1/8
- 05:43:041 (4) - ^
You have a few nice ideas that would also go well with the song, but placement seems poor at times. It's also inconsistent. And, what's kind of the most important thing.
It's not hitsounded. Hitsounds are required for anything that's supposed to be ranked, so you better get on with that.
I strongly advice to get a bunch of mods more before attempting to get a Bubble, preferably from modders that pay attention to more than just the surface.
That being said, this is not necessarily a bad map. It's very interesting to play, and if it gets a bit more cleaned up and polished with proper hitsounding, it can be great.