^ This is easily one of the most hardcore and badass textwall mods I have ever seen - I guess I'll just look at the CtB diff for now xD
Kagari's Rain:
00:04:098 (3,4,5,6,7,8) - This is overmapped - besides the 1/2 drum pattern and the guitar slider, there's nothing here to suggest this high of a note density, and certainly nothing justifying a 1/8 timeline snap. The guitar would be far better mapped as a single curved slider, but if you absolutely must put a stream here, it should be 1/4 beats at most, perhaps with a small amount of spacing to emphasise the strong drum beat on the white tick at 00:04:447
00:17:005 (9) - Again, there's nothing to suggest the use of 1/8 snap here. This would fit better as a curved 3/4 slider, and would flow nicely with the dash into and out of the curve
00:18:400 - Feels weird to ignore the strong drum beat here. If you angle 00:18:051 (2) clockwise by about 30 degress and then place a circle at x-144, you can create a better flow onto the slider, and create a hdash to the strong vocal note at 00:18:575 (4)
00:25:028 (7,8,1,2) - Too many vertical sliders here really kill the flow (stop/start/stop/start/etc.). Try angling 00:25:028 (7,1) - 30 degrees anti clockwiise and 00:25:377 (8,2) - 30 degrees anticlockwise, then move (8) to x-288 and (2) to x-304 to create a much more fluid motion
00:33:749 (5) - This note is quite prominent and is emphasised with a clap, so you should increase the spacing here. Also, there's a weaker cymbal sound on the following red tick at 00:33:923 - so you could make this a 1/2 slider angling to the right, allowing you to create a hdash to the even stronger crash cymbal note at 00:34:098 (1)
00:38:982 (11) - Rotate this 20 degrees clockwise or so to give this repeat slider some definition. Currently it looks a little plain
00:42:296 - Add a note here for the kick drum at x-272 - you don't need any huge jumps here since none of the notes are particularly emphasised relative to each other
00:50:144 (8,9,10) - You've got the jump between (8,9), but the emphasis is on (10), so the jump fits better here instead. Try swapping (8,10) on the timeline, as this allows you to emphasise this jump, and the one to the strong cymbal sound at 00:50:842 (1)
01:08:633 (4,5,6) - As at 00:25:028 (7,8,1,2) - flow is ruined here by repeated vertical sliders - angling these away from each other slightly would make them so much nicer to play
01:23:633 (5) - There's no note on the last blue tick at 01:24:069 so you should remove the last two repeats on this slider and add a circle back on the red tick at 01:24:156 - OR, remove the last 3 repeats and place two circles on the red and white ticks. Reason for this? There's a strong drum sound at 01:23:982 that you could make a dash to if this was a single circle. Try both and see which you prefer
01:25:377 - Another example of somewhere you could add a circle, again for the strong drum sound - more important here than earlier as you're reaching the climax to the song
01:27:034 (4,5) - Strong emphasis on (5) suggests you should increase the spacing slightly here (or reduce the spacing on 01:26:772 (1,2,3,4)
01:28:342 (5) - You could make this a 1/2 or 1/1 slider for the long cymbal sound, but it's fine as it is if you'd prefer not to change it. OR, you could make a 1/1 spinner starting on the downbeat to map the fade-out
Bear in mind that these are just a few examples of things you could do - there are more places throughout the map that I've not explicitly pointed out (mostly places where you can add circles or tidy up slider movements) - but now you know what to look for you can apply the same techniques elsewhere in your own time - this is your map after all!
Hopefully you found this mod helpful, but in case you have any questions, please don't hesitate to get back to me and I'll do what I can to help.
Good luck! (:
P.S. - AsakuraNe, if you still want me to look at the Std diffs as part of our M4M, jest let me know when you've made the updates and I'll come back. If you'd prefer me to look at something else instead or put this on hold for now just let me know.
Kagari's Rain:
00:04:098 (3,4,5,6,7,8) - This is overmapped - besides the 1/2 drum pattern and the guitar slider, there's nothing here to suggest this high of a note density, and certainly nothing justifying a 1/8 timeline snap. The guitar would be far better mapped as a single curved slider, but if you absolutely must put a stream here, it should be 1/4 beats at most, perhaps with a small amount of spacing to emphasise the strong drum beat on the white tick at 00:04:447
00:17:005 (9) - Again, there's nothing to suggest the use of 1/8 snap here. This would fit better as a curved 3/4 slider, and would flow nicely with the dash into and out of the curve
00:18:400 - Feels weird to ignore the strong drum beat here. If you angle 00:18:051 (2) clockwise by about 30 degress and then place a circle at x-144, you can create a better flow onto the slider, and create a hdash to the strong vocal note at 00:18:575 (4)
00:25:028 (7,8,1,2) - Too many vertical sliders here really kill the flow (stop/start/stop/start/etc.). Try angling 00:25:028 (7,1) - 30 degrees anti clockwiise and 00:25:377 (8,2) - 30 degrees anticlockwise, then move (8) to x-288 and (2) to x-304 to create a much more fluid motion
00:33:749 (5) - This note is quite prominent and is emphasised with a clap, so you should increase the spacing here. Also, there's a weaker cymbal sound on the following red tick at 00:33:923 - so you could make this a 1/2 slider angling to the right, allowing you to create a hdash to the even stronger crash cymbal note at 00:34:098 (1)
00:38:982 (11) - Rotate this 20 degrees clockwise or so to give this repeat slider some definition. Currently it looks a little plain
00:42:296 - Add a note here for the kick drum at x-272 - you don't need any huge jumps here since none of the notes are particularly emphasised relative to each other
00:50:144 (8,9,10) - You've got the jump between (8,9), but the emphasis is on (10), so the jump fits better here instead. Try swapping (8,10) on the timeline, as this allows you to emphasise this jump, and the one to the strong cymbal sound at 00:50:842 (1)
01:08:633 (4,5,6) - As at 00:25:028 (7,8,1,2) - flow is ruined here by repeated vertical sliders - angling these away from each other slightly would make them so much nicer to play
01:23:633 (5) - There's no note on the last blue tick at 01:24:069 so you should remove the last two repeats on this slider and add a circle back on the red tick at 01:24:156 - OR, remove the last 3 repeats and place two circles on the red and white ticks. Reason for this? There's a strong drum sound at 01:23:982 that you could make a dash to if this was a single circle. Try both and see which you prefer
01:25:377 - Another example of somewhere you could add a circle, again for the strong drum sound - more important here than earlier as you're reaching the climax to the song
01:27:034 (4,5) - Strong emphasis on (5) suggests you should increase the spacing slightly here (or reduce the spacing on 01:26:772 (1,2,3,4)
01:28:342 (5) - You could make this a 1/2 or 1/1 slider for the long cymbal sound, but it's fine as it is if you'd prefer not to change it. OR, you could make a 1/1 spinner starting on the downbeat to map the fade-out
Bear in mind that these are just a few examples of things you could do - there are more places throughout the map that I've not explicitly pointed out (mostly places where you can add circles or tidy up slider movements) - but now you know what to look for you can apply the same techniques elsewhere in your own time - this is your map after all!
Hopefully you found this mod helpful, but in case you have any questions, please don't hesitate to get back to me and I'll do what I can to help.
Good luck! (:
P.S. - AsakuraNe, if you still want me to look at the Std diffs as part of our M4M, jest let me know when you've made the updates and I'll come back. If you'd prefer me to look at something else instead or put this on hold for now just let me know.