Flow and Playability00:39:706 (6,7,8,9,10) - you're using such an acute angle for these jumps making alot harder than 00:41:161 (1,2,3,4,5,6) - is even though they are mapped to the same sound. Choose one of the patterns (or another one for that matter) and stick with it for both of them, atleast do 2 patterns of equal difficulty
00:48:070 (1,2,3,4,5,6,7,8) - This is really good! Use circular and dropoff flow like that more!
00:56:797 (8,1) - there should be a spacing between these
01:06:615 (7,8,9) - space this out more to fit in with the previous slider to circle jumps
https://osu.ppy.sh/ss/4266484 or do this to make the 7 use the acute angle for it's emphasizing to make a nice dropoff flow into a triangle that puts equal pressure on all 3 notes
01:08:434 (1,3,5,2) - all the reverse sliders here are killing the flow, and this entire part should have a higher slider velocity
01:30:252 (7,8,9,10,11) - imo this pattern doesn't fit well with the song because of how each note of the jump emphasizes each beat.
I think something like this would be an improvement
https://osu.ppy.sh/ss/4267367 (same goes to soundpatterns similar to this)
01:32:615 (6,1,2) - this transition for the same soundpattern is just really off and doesn't make much sense, keep a leveled difficulty throughout identical soundpatterns in your map
01:54:434 (6,7) - this jump doesn't have an angle so it's not as hard as the previous ones even though the soundpattern is the same
https://osu.ppy.sh/ss/4267709 i would do this to not break the flow but to keep a more rounded out difficulty of the jumps
01:55:706 (5,6,7,8) - this should be spaced out more to emphasize the strong beats on every slider-start
01:59:343 (9,10,11) - same
02:00:252 (11,1) - Something like this is good, nice flow and a good transition from weak beat to strong beat GJ
02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Increase slider velocity
02:28:797 (9,1,2,3,4) - overall larger spacing here, for the same reason as i have said in the other examples of this
02:34:252 (5,6) - space this out more for the exact same reason as earlier
02:34:797 (7,8,9,10) - i want you to take more advantage of the strong red notes here instead of having equal pressure on all of them.
https://osu.ppy.sh/ss/4267764 +
https://osu.ppy.sh/ss/4267767I would do something like this to put pressure on the red tick notes aswell as to keep a nice circular/drop-off flow combination
02:37:706 (9,1,2) - Spacing is too small again if you compare to the other jumps with a similar soundpattern
03:14:979 (19,20,1) - this spacing again, same reason as stated above
03:39:888 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - Doing repeat squares like this looks ugly and doesn't fit the song too well, use some sliders aswell.
You have mapped things of similar soundpattern in the map, just copy the slider+circle combination from that to get the clickable beats clicked and the not clickable beats unclicked
03:42:797 (1,2,3,4,5,6,7,8,9,10,11,12) - This style of symnetry mapping looks bad, is odd to read and does a horrible job of emphasizing the correct beats since this only emphasizes these beats 03:42:797 (1,4,7,10) -
03:48:434 (1) - i would map this entire section really
04:05:888 (1) - same here
04:11:706 (2) - higher slider velocity just as in the other identical parts of the song
04:56:797 (10) - map this section for buildup
Anything involving rhythm00:13:706 (2,3,4) - This is not 1/3 it is actually 1/2 beats that would be most appropriate using 1/4 sliders on because of the sound inbetween the beats since they are not beats by themselves
http://puu.sh/mj6HH/76fa7fe849.jpg here's the correct rhythm
00:14:979 (3) - instead of doing the really slow long slider i would map to the beats 00:15:343 (4) - and 00:14:979 (3) - with 1/2 sliders
00:19:525 (6) -
http://puu.sh/mj6Uu/f7c4f10e1b.jpg use this rhythm, 1/3 there is not the correct one
00:20:434 (11) - This needs to be a clickable beat
00:23:888 (7,8) - these should be regular circles placed something like
https://osu.ppy.sh/ss/4266421 to properly emphasize the strong beats, best done in a vertical jump because vertical jumps have a bigger "impact" than horizontal do
00:45:161 (2,3,4,5,6,7,8,9) - so many missed clickable beats here D:
basicly all of the white ticks here should be clicked, same goes for red ticks so sliders just kill it
00:56:252 (4,5,6) - This is 1/8 not 1/4
01:17:161 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - there is literally no 1/4 ticks here, remove this entire stream and map to the same sound you did previously in the kiai
01:45:888 (9) - missed a note
01:48:979 (13) - missed a note
02:21:161 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Instead of doing the weird breaks i would follow the vocals using a slider on every gap instead
http://puu.sh/mjjg7/f230e8818b.jpgLike this (only for rhythm don't actually copy that horrible sliderpattern)
02:29:888 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - there is no 1/4 here, this is just overmapping
You can map the vocals and the drumbeats here instead.
02:34:615 (6) - missed a note
02:39:343 (7) - make this a regular 1/2 slider and put a note 02:39:706 (1) - with new combo instead of having the new combo on 02:39:888 (1) -
02:41:161 (7) - missed a clickable white tick, make it a circle
03:13:525 (11) - There's supposed to be a New combo note here because of the strong white tick and that it counts all the way to 19 which makes no sense
03:16:797 (9) - the rhythm here is super off, supposed to be 1/3
https://osu.ppy.sh/ss/4267822 1
http://puu.sh/mjk9f/f11ea13eb7.jpg 2
03:19:343 (1) - same thing here¨
04:28:979 (3) - this starts here
04:34:070 (8,9) - map this with this rhythm
https://osu.ppy.sh/ss/4267868The little things00:13:161 (1) - New combo here
00:20:434 (11) - New combo here
00:27:706 (9) - this slider looks rather ugly and doesn't fit with the 2 previous sliders so i would have this be a straight line slider just for structural purposes
00:30:615 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12) - This whole part plays pretty well but it looks rather ugly because of the heavily curvedsliders and the jumps seeming like they are focusin on a center of some sort 00:34:433 (5,6,7,8,9,10) - or 00:28:797 (1,2,3,4,5,6,7,8,9,10) -
Space out your jumps a bit and don't have them focused on the same spot
01:04:797 (9) - this could be structured alot better, blankets and fitting it in with the mapstructure, like this pretty little triangle with a blanket
https://osu.ppy.sh/ss/426646901:21:525 (1) - sliders curved like these don't look good, as said earlier up the silder velocity and use smaller curves on your sliders
01:26:979 (5) - New Combo on this because it covers over the next new combo and you basicly half the SV making it odd to play
01:30:252 (7) - New combo
03:22:252 (1) - New combo and soft hitsounds for this entire part
04:00:070 (1) - soft hitsound this part
04:51:525 (6) - New combo
The hitsounding00:01:525 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - i don't like that fact that you ignored using soft hitwhistles on the stronger vocals here, do put some of them in there
00:07:343 (1,2,3,5) - all of these soft hitwhistles
00:10:979 (6,7,8,9,10,1,2,3,4,5,6,1) - all of this is poorly hitsounded, wrong usage of finishes and claps
put 00:10:979 (6,10,1,3) - soft clap and soft whistle on all these
00:12:434 (5) - soft whistle only on this
00:14:615 (2) - whiste here
00:14:979 (3) - finish here
00:16:070 (7) - no whistle and put a finish here
00:16:343 (8) - i don't like this finish, just have it be hitnormal
i'm basicly going to give up with the hitsounding here because it's going to turn into me hitsounding your map for you. But i'll give you tips on how to hitsound properly
Normal hitnormal - best usage on the notes with a low or medium tone kind of the notes in between the strong ones.
Say a song has a regular 1/4 sound pattern going.
Strong beat, weak beat x3, Strong beat, weak beat x3 .....etc
A normal hitnormal would fit for the weaker notes
Soft hitnormals are the same but are used on the more quiet parts of the song
Hitwhistles
Used on the strong beats with a high pitch
soft hitwhistles are used at quiet parts on notes with higher pitch than others
Hitfinishes
Used on either the cymbal noice of a drum or the "boom" kind of sound usually at the large white ticks you also want to click the claps, in other words claps are supposed to be on either sliderstars or circles
02:50:252 (5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - This is the correct sound for claps but you don't actually click most of them
Hitclaps
Hitclaps are generally what you use on buildups (just like 00:10:979 (6,10,1,3) - ) if you applied the mod.
Final thoughtsI decided i would cut it here because the map is very consistent so the same mistakes can be found over and over.¨
If you got around to mapping more songs so you had a better grasp on how to map certain rhythms and how to utilitze angles for difficulty etc and came back to this map i think you would get it ranked easily because the only mistakes i encountered were common newbie mistakes that everyone does sometimes.
Good luck with your mapping and i look forward to seeing the mod on my map soon