[General] Combo color 1 and 2 could be more brighter along the dark bg. Reading ar wasn't 100% comfortable currently. [Beginner] 00:47:169 (2) - better symmetry plz [Hard] 00:37:064 (3,4,1,2,3) - Any special reason of 1.40x spacing? Managing a consistent 1.3x will look more organized.
The intro is really pretty but from the white combo after the first break onwards it starts to look less structured. Maybe that's just me expecting structure after getting used to Beginner and Easy, but here goes nothing.
00:13:695 (1,2,3,4,5,6) - feels rather different in style from 00:18:748 (1,2,3,4,5,6,7) - despite having the same lyrical structure. (oh and also, 00:14:169 - there's no circle here in the white combo but there is a circle in the equivalent position in the blue combo)
flashforward 00:33:906 (1,2,3,4,5) - 00:38:958 (1,2,3,4,5,6,7) - exactly the same as above
purple/pink style difference is probably fine since we're leading into a new passage.
00:28:853 (1,2,3) - and 00:31:379 (1,2,3) - as well, similar lyrical structure but rather different beat pattern
kiai to finish is great
01:28:379 (4,1) - The 3/2 beat gap here is awkward, I'd probably do something like this https://osu.ppy.sh/ss/4167415 (the slider there is 0.75 SV, could be 0.5 if you want it really small)
Sorry except for the last one I have no clue how to make it better...
01:05:485 (1) - you can give a jump here to fit the song's heated beats.
not really much words about this map orz... most of stuff are fine to me, thou i think it's a bit lack of some changes... stream like this 00:13:221 (4,5,6,7,8,9,1) - used in the whole map, and other slider or structure works as well... maybe give some changes in composing way? at least not the completely same ones orzzz...
00:19:064 (2,3,4,5,6) - i think it's better to change these objs' order like this: 3 2 6 3(5 move to 3's place) 4
00:52:853 (1,2,3) - i think you should put big jumps here... at least 2.0x ds imo.
well, i end here as well :3
00:06:116 (7) - better to nc.
00:19:853 (4,5) - it's better to avoid this 1/1 jump like this here... you have 1/2 jumps in similar ds later, it may confused players a bit in direct reading as a hard level diff. my suggestion maybe like do ctrl+g to 00:20:169 (5) - .
00:55:695 i think you really need to add something here orz.
01:11:800 (1,3) - swap them to fit ds setting.
01:25:853 (4,5,6,7) - this rhythm is a bit too hard to noobs, i think change 67 into a 1/2 slider can be better.
01:28:379 (4) - lol, recommend you do 2 notes here to fit those two really heavy beats, arrange ds if you do change this ofc.
Thanks for the mod Hollow Wings. Fixed some stuff in Hard and light insane. No changes on Normal though o3o Also, finished my Light Insane difficulty and added hitsounds to it. I also added hitsounds to pkhg's Insane (with permission).
01:11:800 (1,2,3) - i little worried about misreadable by low AR, some people hit (3) first, than (2). because (1) is close with (3) than (2) since you use small DS in general, many people can meet these misreadable thing.
00:52:064 (3,4,5,6,7,8,9,10,11,1,2,3) - just my opinion, but you might be change diff name to 'Insane' by this partten and many long stream. it's very hard partten in light insane, but in insane diff, i can't mention it.
01:13:853 (4) - aimod say kidding me
01:15:985 (4,5) - do you sure this distance? imo, x0.1 isn't negligible.
00:11:327 (2) - o....overmapped?
01:33:590 (2,3) - i want to say 'reduce this jump' is more comfortable on playing, like this ( 01:34:064 (4,5) - )
01:34:537 (6) - add NC for 4/1 NC cycle and emphasis?
pkgh nice bookmarks :v http://i.imgur.com/I4xnxSB.jpg 00:05:327 (6,1,2) - maybe that's just me, but the angle of this jump makes the transition into the stream play a bit awkward 00:06:906 (4,5,7) - this is only barely noticeable during gameplay, but you could still center 7 between them so the head has equal distance to both http://i.imgur.com/f6wr8b5.jpg
00:07:537 (7) - really dislike how this feels, you basically star the slider on a way weaker beat than it ends on as the drums are really emphasized on the tail, compare it to sth like 00:06:590 (3) - which also starts on a red tick, but for that one the srums on the white are much weaker so it feels better same goes for 00:10:064 (7) - I know those are supposed to follow the piano, which they do well, but making them 2x circle instead could be really nice
00:12:432 (2,3) - ctrlg g for this rhythm might feel better since 1 has piano on sliderhead and all, having 1/2 slider - 1/2 slider - tap would fit better and make this "deep" piano sound 00:12:748 - 00:13:064 (3) - etc consistently clickable => http://i.imgur.com/He6jhkD.jpg (yes I moved the nc to that tick because it fits with that change)
00:15:906 (5,1) - I really think the movement to 1 completely breaks any momentum etc. you built up before, rotating 00:15:432 (3,4,5) - by +some degrees could be worth a try here for example 00:20:958 (5,1) - you execute the pattern so much better
00:51:274 (4,1,2) - why do you "break" the movement on 00:52:064 (2) - and not on 00:51:590 (1) - which would go way better with the music/vocals sth simple like ctrl-h on 00:51:590 (1) - would work, now you "rotation" actually changes on the strong vocal 00:51:590 (1,5) - same distance as 00:52:379 (5,6) - would look neat
00:52:852 (1,2,3) - this is so strong, you could space it more. Only 3 notes so it won't really influence the star rating/difficulty or anything. even sth "crazy" like http://i.imgur.com/LO2NNQ8.jpg only makes it go from 4.79 to 4.81 00:54:116 (4) - I normally never mention nc, but this should probably have nc
00:55:537 (2,4) - both much stronger than 3, but this puts most emphasis on 4. Consider using kickslider + tap with a little jump instead as that makes the player click the two strongest sounds but still covers 2 (or even just map 1/2 with a jump) 00:55:853 (5,6,7) - - feels more fitting since 7 is so strong and it nicely emphasizes it also taps - triple - stream play really nice
01:11:800 (1,2,3) - bit wider angle should make for a much better movement
01:15:748 (2,3,4,5,6,7) - not a fan of using triplets here, sure it is 1/4 and all but it really shifts the emphasis from 01:15:748 (2,5) - to 01:15:905 (4,7) - but 2/5 = really strong piano, so maybe try 1/4 reverse sliders?
01:34:221 (5,6) - moving 6 to sth like this http://i.imgur.com/KHNGBtQ.jpg would make for an agle that much better emphasizes it, which would be great since it is bery strong, current movement really seems to feel to "weak"
light insane 00:12:432 (6,7) - same as pkhg 00:19:221 (3,4) - I get the pattern you are making here, but having such small spacing on 4, doesnt really fit the piano + strong vocal
00:26:327 - having such a strong beat clickable would feel much better to play, it has basically everything, strong vocals, strong drums, piano, ... having this on a slidertails doesnt do the music any justice imo 00:47:485 (6) - ^ 00:55:379 - but on spinnerend even
00:54:116 - could move the spinenr to 1/4, or 1/8 tick and add a note, not clicking this feels so unfitting ;_; or at least add a repeat to 00:53:485 (4) - ?
01:18:116 (1) - really think you could start this and the next spinner way earlier to fit better with the strong held vocals
01:34:537 (1) - having sth to click here would be so much nicer
never modded a style like this before, but most stuff looks fine. so forgive me if this isnt very helpful ;_;
Hard 00:02:958 (5) - using two 1/2 sliders here instead would go so nice with the pian, but it breaks the star :/ But maybe give sth like this a try? http://i.imgur.com/6OQPakR.jpg
00:22:537 (5,6) - using the same angle as 00:22:221 (4,5) - would make a way nice movement, having a straight line moving into a strongly curved slider feels weird to playw. Would also go nice with how the next combo is aligned
00:39:590 (3,4) - really want to keep a straight linear movement for such a long time? doesnt feel very engaging to play for a hard, maybe swap postions of 4/5 or sth 00:54:116 (1) - same as light insane /clickability 01:34:537 (1) - ^
01:06:274 (9,10,1,1,2,3) - might be a bit hard to read for a hard diff having 1/2 and 1/4 gaps that looks the same right after each other diff looks neat already
Normal 01:11:169 (7,8) - making an angle like http://i.imgur.com/KlD84kU.jpg would be more interesting to play 01:18:116 (6,7) - moving 7 a bit down so the tail of 6 doesnt overlap fully with the body of 7 might aid readability for newer players 01:20:642 (4,5) - ^
Easy 00:55:695 - etc might aswell remove those unused green lines 01:28:379 (2) - is using a "kickslider" here really necessary? considering this is the only time you seem to use it on this diff anyways
beginner 01:14:327 (3,1) - could move them a little bit to get rid of ther overlap since it is a bit noticeable with this low ar, also a differrent angle would play nicer here too
lower diffs look fine pretty much already to me
good luck with the set, hope I could help even if I'm not that experienced with modding such a mapping style yet!
00:25:064 (1) - whistle on head 00:54:116 (4) - NC? 01:31:221 (2,3) - Maybe make this a triple 00:45:274 I don't think this beat should be on a sliderend so maybe try something like this http://puu.sh/m6ebG/d32d14bd4e.jpg
Could stack 00:38:642 (5) - on top of 00:39:274 (2) - It would be nice to add something here 00:55:695
00:25:695 (5) - is it just me or is the direction of this slider just a little bit off from centering with 00:24:906 (4) -
Really solid map, not much to say here lol (This song is catchy af btw). GL!