Modding done:[Inferno]Offset should be 00:00:114 -. Make sure to resnap all of your inherited timing points after you do that!
00:15:976 (1,2,3,4) - Make sure they don't touch.
Make sure the
remainings of a hitobject do not overlap with other hitobjects.
00:16:493 (4,2) - Not a fan of this overlap.
00:15:631 (3,4) - Stack those.
00:15:803 (4,3) - And those.
00:18:045 (1,2,3,4) - This pattern kills the flow and the distance snap. Not to mention it is hard to see (2,3) if not using a transparent skin.
00:21:407 (6,7,8,9) - Better increase the DS from 0.6 to 0.8.
00:22:182 (1,2,3,4,5,6,7,8) - The DS here is akward, better make a star and come out of by using Ctrl+G on 00:22:355 (2,4) - and after that, do the same with 00:22:700 (4,5) -. Make sure you keep the DS steady in the star, even with 00:22:527 (3,4) - and at the end, place the (6) with (1).
After you do that, while keeping the same DS between (7,8), make sure you have the same DS between (6,7) with (5,6).
00:23:562 (1,2) - Blanket.
00:22:700 (4,2) - After you did what I told you, these two should not overlap.
00:24:251 (4) - For that, copy 00:23:562 (1) -, Ctrl+H and Ctrl+J and place at the same time and spot with (4). And blanket the next note.
00:25:631 (4) - Have the middle turning point at (412,320)
00:26:320 (7) - Ctrl+G.
00:27:527 (6,1,2,3) - DS becomes extra small for no apparent reason.
00:28:217 (4,5) - They overlap, use the same slider with 00:23:562 (1) - on the same time and port and blanket the next note.
00:29:596 (3) - Ctrl+G.
00:30:803 (2,3) - I think it plays better with Ctrl+G.
00:32:700 (5,6) - Small DS is bad when having the tension high.
00:32:872 (6,7) - No tension, but still big DS. Mind all of these.
00:33:217 (1,2) - This one is begging for a good blanket, you know what to do, look up.
00:36:838 - The player should play that tick.
00:38:217 (6,7,8) - The nice circular flow dies here because you forcefully change it's direction.
00:43:045 (2,3,1,2,3,1) - I am pretty sure this part is going to kill some nice combos. Increase stack leniency to 3.
00:43:929 (1,1) - I dislike the fast transition from the one to another.
00:49:791 (1) - This looks ugly, place the turning point between the 2 reds at (236,216). And stack the start of the next one with the end of this one.
01:08:584 (3,4) - The DS between these two is different from 01:07:204 (3,4) - those. Keep the DS steady on the same parts of the song.
01:09:963 (3,4) - Same here. I can see you are gradually increasing the DS, but this part is not the one to do it. Also you lower it again 01:11:342 (3,4) - here...
01:12:722 -
Boop.
01:12:722 (2) - Not use if the increased SV here is ok. I would not use it that high.
01:28:929 (4,2) - Bad overlap.
01:31:170 (3,4,5,6,7,8,9,10) - Like bonbons on fire :3
01:33:929 (1,2,3,4,5,6,7,8) - These are too big to be treated like circles, it just makes everything more confusing, for this part at least, use the same SV as 00:15:308 (1,2,3,4) -.
01:34:791 (6,7,8,1,2,3,4) - Many bad overlaps, they make everything weird.
01:38:929 (4,5) - You just started to ignore where the main beats are, use higher SV or broken (but still nice) flow on when transiting between the main beat hitobjects! (Also the blanket is imperfect).
01:42:894 (3,4,5,6) - Where did these come from? If you are still using them, make sure you change the SV like you did with the other ones.
01:44:618 (7,8,9) - This random stream is so lonely ;w;
01:44:963 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This is the 3rd time you used this type of pattern. Get more creative \o/
01:52:722 (1,1) - Bad overlap.
01:55:998 (1,1) - Transit well from the slider to the note. Put it where the rest of the slider would be if it was extended.
01:57:204 (5) - I suggest you have this used with the same Y as (3).
01:58:067 (1,2,3) - This jump is so too hard for this level of beatmap.
01:59:273 (1) - Um..
02:03:929 -
Boop.
02:07:032 (1,2) - Bad overlap.
02:08:152 (6,7,8) - Too confusing.
02:08:756 (9,1) - The blanket could be better.
02:08:929 (10,1) - It's not visible in-game, but this is still a bad overlap.
02:10:308 (1) - Um...
02:10:998 (1,2,3,1,2,3) - After increasing the SL, this should be fine.
02:13:584 (1,2,3,4,5) - Why use these random whistles here? If you are doing this, do it for the rest of the song...
02:29:273 - to 02:29:963 - Why is this part unpammped?
02:40:136 (1,1) - These two make an ugly overlap.
02:41:515 (1,1) - As do these, just smaller.
02:42:894 (1,1) - The fill could be better, but you can leave it be.
03:05:825 (2) - Overlap, I think it would be ok to keep it, since it is kinda symmetrical.
03:18:756 (1,2) - Breaking the flow like that after a really fast part is just mean, better Ctrl+G 03:18:929 (2,4) -.
03:34:618 (3,4) - You are in the kiai time, better not make the map easier now.
03:34:618 (3,4,3,4,3) - Overlap, same as before.
03:47:722 (1) - This might as well kill some more combos, It's been roughly 2,5mins since you last used a lower SV.
03:49:791 - and 03:50:136 - should be played.
03:57:032 (5,1) - Stack?
03:57:377 (1,2) - And stack.
04:04:618 - and 04:04:963 - and 04:05:308 - are major beats! Do not skip!
04:05:480 (6,2) - Bad overlap.
04:06:687 (7,2) - Bad overlap.
04:07:894 (6,8) - They touch. And don't forget about the remainings I told you about.
04:23:239 - and 04:23:929 - Don't skip!
04:27:204 - The player must play this.
04:28:584 - The player must play this.
04:32:722 - The player must play this.
04:34:101 - ASDAFD play this.
04:36:860 - ASDAFDASAFG this.
04:38:239 - ASDAFDASAFGSADG. I think you got the point, mind the rest of them as well.
05:09:101 (1) - Such a beautiful pattern, make sure to ask a BN about it though!
[General]- You picked such a monotone and hard song to map.
- The map overall has little structure, make sure to talk to me in-game about it.
- Some parts look good, some don't. Some parts play well, some don't. Again, talk to me in-game.
- Use more creativity! I counted some pattern(s) more than 5 times!
- Make sure to distinguish upbeats and downbeats from the rest of the song! Either using broken flow (bust still nice), either by changing the SV.
- The concept of the map is intriguing and I see great potential in it. Keep developing it!