Random mod go.
GeneralI'm glad you wrote in the main post what diff these are supposed to do (just add deepsea's diff) <3
MoonlightYou should map it until the end. There's no reason why it shouldn't be mapped as much as the other diffs. It feels unfair for the new players, who would play this diff first, not to be able to play the full song. Moreover, it makes the score gap way too big - barely 370,000 for the Normal and over 4,500,000 for the Hard.
In other news, I'm concerned about the almost constant 1/1 rhythm through the whole mapped part.
00:25:154 (6) - Remove the clap on the first beat ? There is no clap on 00:23:292 (3) - , it will keep the hitsounds consistent through the combo.
00:32:598 (4) - Remove the clap on the first beat ?
00:51:675 (1) - This kind of slider is too confusing for the easiest diff of the mapset. A new player wouldn't think of holding the slider until it's finished.
00:55:398 (7) - Clap ? You're breaking the clap pattern you were using.
01:02:377 (5) - Clap on the last beat ? Same reason.
01:20:059 (4) - This slow down surprised me a lot.
This diff really needs to be mapped more. It ends too soon and started well
Night00:34:925 (1,2,3) - Space them evenly. With grid 4 this kind of thing happened
it plays fine but it looks really really bad
01:03:308 (1,2,3) - Same but this one is really nazi.
01:17:732 (1,2,3,4,5,6,7) - huh ? this is clearly broken spacing, and doesn't make sense whatsoever.01:20:059 (9) - This slowdown is once again surprising.
01:22:385 (1,2,3,4,5) - This plays somewhat fine but I'm still concerned about the spacing here. Move the stack up so that the spacing stays consistent ?
01:25:177 (3) - Would be better to move it a bit to the left and down to keep the same spacing as between (1) and (2).
01:35:879 (3,4,5,6,7) - I don't think accelerated spacing here fits. Using jumps is a neat idea, but make them consistent.
02:04:262 (4,5,6,7,8,1) - This pattern is a bit silly, because of the many overlaps between the sliders, and the weird spacing changes. Making them jumps was a good idea once again, but can't you use a spacing that prevents overlaps and is regular ?
02:19:616 (6) - Surprising slowdown.
02:56:840 (1,2,3,4,5,6,7,1) - Make the spacing within this combo more consistent. Actually, the last three notes can be considered a spacing issue and are worth a pop.
03:02:424 (3) - Too far from previous object.
03:09:869 (1,2,3) - Make the spacing more consistent.
03:21:036 (1,2,3,4,5,6,7,8,9,10,11,12) - Make the spacing between the stacks the same ?
03:34:064 (3) - Surprising slowdown.
ShadowThe spacing of this diff is extremely inconsistent. This creates awkward jumps and bizarre sections. Although some of them play really well, like 00:29:806 (1,2,3,4,5) - , some are surprising and add unnecessary difficulty to the map, like 00:45:627 (5,6,7,8,1,2,3,4,5,6) - , and some just have peculiar and surprising spacing, like 00:59:120 (1,2,3) - .
And I still find the slowdowns confusing and unexpected. These:
01:20:059 (11) -
02:19:616 (6) -
03:34:064 (3) -
01:58:911 (1,2,3,4) - this part is extremely confusing. I was not expecting 4 1/4 notes here at all, and it really confused me and made the next rhythms harder to understand.
deepsea's shadowhate small circles
You should lower the stack leniency. Some of the stacks don't stack properly and look really bad ingame. Examples: 00:27:945 (7,8,9) - and I had another one worse, but I can't find it
00:58:655 (9,1) - Tone this jump down a bit ? It feels way harder than the average difficulty level of the rest of the map.
01:06:565 (8,1) - Same ?
02:34:971 (9) - Place it a bit further from the 1/4s ? The spacing right now makes the rhythm confusing.
As for all these slight spacing issues I mentioned, before you rage over how nazi I am or something, they aren't that important. However, they do look terrible ingame. :/
2 hours and 30 minutes for a mod, wee
And I'll take the bubble.