Hi there, coming from your request in our/my Modding Queue. Be so kind to take some minutes (or seconds, lets be honest) to answer to my mods. Dont be a dick and just "lol didnt changed stuffs hurr durr" without an explanation. If I told you something that was against your map, tell me why. This way mapper and modder both gain something.
Suggestion
Rather important change
Heya, from my mod q. Sorry for being late, rl and m4m's had higher priority
[General]
■ You'll have to learn to use DS for higher diff maps.
■ You'll have to learn to use DS for higher diff maps.
[Extra]
■ AR 9 or max 9.2 should be enough.
■ Try to change >this< into >this< at any time. Let it flow /o/
■ 00:06:141 (1) - Curve the other way so that it's flowing intoo object after that?
■ 00:06:891 (3,4,5) - move just a little bit further away from the Slider.
■ 00:07:453 (7,1) - Blanket these?
■ 00:08:391 (4,5) - This jump is really awkward. Imagine a linked line from object to object and how the cursor moves/flows.
The triplet currently suggests that the next object is somewhere down and somewhere left of it(or rather: should, as it'd support the flow)
■ 00:10:453 (7,1) - Kinda the same thing. There is pretty much no flow with that movement of 1 and its combo. The new combo should start somewhere down and right of the Slider
■ 00:13:453 (7) - The transition from this one to the >next< object is good on this one. The problem here is that the transition from the object before that doesnt play good. You have a big jump onto that and you're instantly greeted with a forced flowbreak into the other direction again. Easy Sliderbreaks for players that can just so pass this. Find another solution for this one
■ 00:18:703 (2) - 240/32. Less awkward flow by weird back and forth jumping
■ 00:18:891 (3,4,5,6,7) - Also not the best idea (similar thing as all the things above), but we'll let it count.
■ 00:20:766 (6) - see below. Same flow thing
■ 00:21:891 (3,4,5) - Curve the other way so that people dont overshoot. Similar thing as 13:453
■ 00:25:266 (6,7) - Increase the spacing of these two. So far, the map is damn jumpy, having low spacing like this actually makes it feel like a counterintuitive anti-jump, especially since the player has to play this as a straight line from 5 to 6 to 7. Wouldnt be as big of a thing if it was zigzag'd
■ 00:27:141 (1) - ctrl+g for improved flow.
■ 00:26:204 (2,3,4) - ^
■ 00:27:891 (3,4,5) - uh, I really dislike the placing of these. They dont really add flow or anything the way theyre placed now.
■ 01:29:672 (4) - let it start on the white tick to be less confusing to play. While we're at it, there is a loud and important beat missed at 01:30:141 (6) - and probably at similar points as well
■ 01:35:578 (1) - wrong timing/snapping. Additionally, 01:35:203 (1,2) - are ghostnotes. Remove them.
■ 02:06:141 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - There is NO way to read that these notes have different timing. The huge spacing makes this extremely overmapped as well. You'll surely have to remap this part.
■ Ah well, I'll keep it at that for this diff, as this goes on and on until the end. I could basically get the timings and copy paste the problems onto them, but I'll not do that. Your map has some serious problems and flaws in flow, forces weird movements on jumps, has inconsistent spacing (or better: doesnt have any spacing at all), uses weird patterns for jumps and lacks aesthetics.
I'd highly recommend you to revamp many parts of this diff that would meet the same problems as the few examples above (from the first 30 seconds, that is). Try also to use spacing on objects. This increases consistency and makes the map less random to play.
■ AR 9 or max 9.2 should be enough.
■ Try to change >this< into >this< at any time. Let it flow /o/
■ 00:06:141 (1) - Curve the other way so that it's flowing intoo object after that?
■ 00:06:891 (3,4,5) - move just a little bit further away from the Slider.
■ 00:07:453 (7,1) - Blanket these?
■ 00:08:391 (4,5) - This jump is really awkward. Imagine a linked line from object to object and how the cursor moves/flows.
The triplet currently suggests that the next object is somewhere down and somewhere left of it(or rather: should, as it'd support the flow)
■ 00:10:453 (7,1) - Kinda the same thing. There is pretty much no flow with that movement of 1 and its combo. The new combo should start somewhere down and right of the Slider
■ 00:13:453 (7) - The transition from this one to the >next< object is good on this one. The problem here is that the transition from the object before that doesnt play good. You have a big jump onto that and you're instantly greeted with a forced flowbreak into the other direction again. Easy Sliderbreaks for players that can just so pass this. Find another solution for this one
■ 00:18:703 (2) - 240/32. Less awkward flow by weird back and forth jumping
■ 00:18:891 (3,4,5,6,7) - Also not the best idea (similar thing as all the things above), but we'll let it count.
■ 00:20:766 (6) - see below. Same flow thing
■ 00:21:891 (3,4,5) - Curve the other way so that people dont overshoot. Similar thing as 13:453
■ 00:25:266 (6,7) - Increase the spacing of these two. So far, the map is damn jumpy, having low spacing like this actually makes it feel like a counterintuitive anti-jump, especially since the player has to play this as a straight line from 5 to 6 to 7. Wouldnt be as big of a thing if it was zigzag'd
■ 00:27:141 (1) - ctrl+g for improved flow.
■ 00:26:204 (2,3,4) - ^
■ 00:27:891 (3,4,5) - uh, I really dislike the placing of these. They dont really add flow or anything the way theyre placed now.
■ 01:29:672 (4) - let it start on the white tick to be less confusing to play. While we're at it, there is a loud and important beat missed at 01:30:141 (6) - and probably at similar points as well
■ 01:35:578 (1) - wrong timing/snapping. Additionally, 01:35:203 (1,2) - are ghostnotes. Remove them.
■ 02:06:141 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - There is NO way to read that these notes have different timing. The huge spacing makes this extremely overmapped as well. You'll surely have to remap this part.
■ Ah well, I'll keep it at that for this diff, as this goes on and on until the end. I could basically get the timings and copy paste the problems onto them, but I'll not do that. Your map has some serious problems and flaws in flow, forces weird movements on jumps, has inconsistent spacing (or better: doesnt have any spacing at all), uses weird patterns for jumps and lacks aesthetics.
I'd highly recommend you to revamp many parts of this diff that would meet the same problems as the few examples above (from the first 30 seconds, that is). Try also to use spacing on objects. This increases consistency and makes the map less random to play.
[Insane]
■ Well, this looks better than the Extra, at least. General advice here as well: Try to make jumps less random, use DS for some parts, try to improve the flow everywhere it's possible and dont use fullscreenjumps like 01:50:016 (4,5,6,7,8) - .
I cant really mod this as it all looks pretty random to me. I'd remap it (together with the Extra) to have some more enjoyable rhythm, patterns etc. in it, but that's none of my business. If you want to push this through, do so.
■ Well, this looks better than the Extra, at least. General advice here as well: Try to make jumps less random, use DS for some parts, try to improve the flow everywhere it's possible and dont use fullscreenjumps like 01:50:016 (4,5,6,7,8) - .
I cant really mod this as it all looks pretty random to me. I'd remap it (together with the Extra) to have some more enjoyable rhythm, patterns etc. in it, but that's none of my business. If you want to push this through, do so.
[Hard]
■ General for Hard: Use Distancesnap. Just use it. Dont put things further away than they need to be, especially if a similar part before that had different/less spacing. Make things more consistent. (If you use 1.0 DS, use 1.0 DS for everything, unless it needs to be somewhere different to add to a pattern. Stuff like http://puu.sh/dpFdg/bc9f8bf21a.jpg doesnt count as a pattern 00:14:016 (6,7,8) - )
■ 00:08:766 (7) - Curve the other way?
■ 00:18:703 (2,3,4,5) - respace them so that they have consistent spacing
■ 00:20:766 (1) - Give the big white tick a clickable object (remove repeat, please Circle)
■ 00:44:672 (7) - ctrl+g to make it easier. Also, make sure that things are evenly spaced in that part. For newer players, this will be really tricky, as Normals usually dont use 1/4 Sliders, so they might now know how to handle them
■ 00:53:391 (10) - Curve the other way to catch the players movement more
■ 02:13:641 (1,2,3,4,5,1,2,3,4) - Try not to use big spacings like this for more than 4 or so objects.
■ Yep. This diff needs alot of respacing everywhere, otherwise I dont see how this could get ranked. Try to bring in more flow in here as well as you respace things.
■ General for Hard: Use Distancesnap. Just use it. Dont put things further away than they need to be, especially if a similar part before that had different/less spacing. Make things more consistent. (If you use 1.0 DS, use 1.0 DS for everything, unless it needs to be somewhere different to add to a pattern. Stuff like http://puu.sh/dpFdg/bc9f8bf21a.jpg doesnt count as a pattern 00:14:016 (6,7,8) - )
■ 00:08:766 (7) - Curve the other way?
■ 00:18:703 (2,3,4,5) - respace them so that they have consistent spacing
■ 00:20:766 (1) - Give the big white tick a clickable object (remove repeat, please Circle)
■ 00:44:672 (7) - ctrl+g to make it easier. Also, make sure that things are evenly spaced in that part. For newer players, this will be really tricky, as Normals usually dont use 1/4 Sliders, so they might now know how to handle them
■ 00:53:391 (10) - Curve the other way to catch the players movement more
■ 02:13:641 (1,2,3,4,5,1,2,3,4) - Try not to use big spacings like this for more than 4 or so objects.
■ Yep. This diff needs alot of respacing everywhere, otherwise I dont see how this could get ranked. Try to bring in more flow in here as well as you respace things.
I'll keep it at that. The Extra and Hard should be your main focus for now, as they dont look rankable to me. Problems are pointed out in their box.
Gl with this~