M4M from your queue
[General]
Offset should be 2873 (or maybe a bit later).
Also I think BPM 85 is better. If you do halve the BPM from 170 to 85, the
base SV needs to be doubled.
100% hitsound volume is too loud. 40-50% maximum is better.
Suggested volume and timing from Hard diff:
2873,705.882352941176,4,2,0,40,1,0
8531,-100,4,2,0,40,0,0
31108,-100,4,2,0,45,0,0
42402,-100,4,2,0,50,0,0
48049,-100,4,2,0,60,0,0
60703,-66.6666666666667,4,2,0,60,0,0
70646,-100,4,2,0,60,0,0
93057,-66.6666666666667,4,2,0,70,0,1
115821,-100,4,2,0,65,0,0
Claps sounds very sharp (maybe because it's too loud?). Try replacing all the claps with whistles, or some other custom hitsound.
Overall, hitsounding is quite inconsistent. After halving the BPM, clear all the hitsounds and just add a whistle on every beat (white tick), and maybe the occasional finish on strong downbeats. Keep it simple and keep it consistent; you (usually) won't go wrong this way. Remember, hitsounds are used as a form of audio feedback for the player, so having a certain pattern/rhythm in them will be good.
I think you can drop 'Instrumental' from the tags, when your map is ranked it'll be marked as Video Game/Instrumental anyway.
Kiai start should be at 01:33:225
Aimod in Easy:
Your stuff needs to be consistent between all difficulties.
[Easy]
Since you're having a 0.50x SV multiplier throughout the whole map, might as well halve the base SV in Easy, and remove all the 0.50x timing points.
Right, so let's move on the the 'actual' modding
00:24:704 (1,2) - Flow is a little broken here.
00:30:351 (1,2,3,4) - How about this?
00:40:939 (2,1,2) - Flow is also broken here.
00:43:056 (2,3,4) - You should map to the piano.
01:02:114 (1,2) - Remove the whistle
01:04:585 - Add note?
01:10:584 (1,1) - There are better ways to draw these.
01:10:584 (1,2) - Overlap looks bad
01:16:231 (1) - ctrl+J to flow better
02:07:052 (1,2) - Improve the flow
[Normal]
00:15:881 (4) - 2+ repeats is bad because it can be confusing
00:45:880 (3,6) - NC?
01:14:820 (3,1) - Overlap and bad flow; move 01:16:937 (1) to x:264 y:248 or somewhere around there
01:56:465 (1,2) - Overlap D:
[Hard]
00:02:873 (1) - Keep the points symmetrical. That will keep the slider as a whole symmetrical, making it look nice.
00:06:756 (1) - Move down to x:176 y: 376
00:10:285 (1,2) - Rotate 60 degrees clockwise then move to x:416 y:104. You'll have to adjust the later notes accordingly.
00:19:814 (1,2) - Keep it symmetrical about the middle
00:22:637 (1,2) - Don't cover the end of (2) as it may contain possible repeat arrows. My map got screwed badly because of this. You can put the end of (1) on top of (2) though.
00:39:578 (2) - Blanket can be better. Use the circular curve method I described below.\
01:27:579 (1,2) - <3 but try not to overlap the start/end
[Thoughts & more advice]
I see a lot (basically all) of your sliders are painstakingly drawn with bezier curves, probably because of the delicious sliders guide. Let's take a simple curve for example. 02:08:111 (1) in Normal:
A good curve, but I could have done it in
three points:
What makes it work is the Circular Curve algorithm, which came out after the beziers. This algorithm basically goes like this: Given three points, how can I draw a circle such that it passes through all three points? Now that I have this circle, let me cut it at the two endpoints. The resulting arc is your slider.
Older guides don't know of this method, and hence write guides to creating arcs with bezier sliders.
Timing, hitsounds and patterns could use more refinement to be more consistent and perfect.
For sliders, I recommend another slider pattern guide:
t/208596Storyboarding: Considering. (Currently learning in spare time)
Will be looking forward to this if you do make it!
This is easily one of my favorite themes in MS. Good luck!