Secret Santa thing
Good luck!
[ General ]
- Timing : fine I guess
- Un/Inherited Points on the Same Timestamp : none
- Consistent/Logical Kiai Sections : kk
- Consistent/Logical Preview Points : kk
- Unsnapped Objects : none afaik
- Difficulty Spread : aside from settings, it's ok
- Slider Tickrate Settings : k
- Logical Slider Velocity Settings : k
- Background Size : here, have an improved version of it: https://puu.sh/yoPkH/f293a409fc.png
- Audio Bitrate over 192 kbps : nope
- Unused Files, Files Starting with Unicodes : none
- Unused Hitsounds : none
- Hitsounds Issues : nope
- Metadata Issues : Blizzard's diff has the unicode part of it's tags corrupted due to bad puush formatting apparently, please fix it.
- Combo Colors : reduce combocolour1's brightness to 210 or less, it's too bright rn.
- Widescreen Storyboard/Epilepsy Warning/Letterboxing : no issues
[ Jusenkyo's Frost ]
General
- Wasn't the diffname "Snowflake"? Why is it frost now? It's really misleading as to what the names implies, I had issues trying to figure out which diff was which unless I looked at the star ratings.
- HP3,5 doesn't really affect anything to the hp drain, round it down to 3.
- Change AR/OD to 6? 5 seems a bit too low for me.
- 00:02:743 (1) - Shouldn't it finish 00:04:575 - here instead of where it does rn? It finishes over a strong beat that could be mapped with a normal note instead (which I highly suggest you do)
- 00:15:109 (2) - This repeat slider finishes over a downbeat that should have NC to keep consistency, I suggest you change this to a normal slider and add a note with NC 00:16:025 - here instead, removing the NC from 00:16:483 (1) - .
- Overall until here this section is pretty boring visually because it uses horizontal sliders almost everywhere, and where it doesn't, it uses slightly tilted notes like 00:12:361 (1,2) - here. I suggest you use more shapes, vertical sliders could work wonders too just to give you an example, it's just the beginning and it's pretty repetitive but having a bit more variety to keep the player entertained doesn't hurt at all.
- 00:21:063 (3) - 00:22:895 (2) - Similar issue as before, the repeats finish over a downbeat that should have a note with NC to keep consistency with how you decided to NC stuff later on (00:24:956 (3,1) - here, for example). Turn the repeats into a slider and a note with NC instead.
- 00:28:391 (3) - Same as above, but even worse here due to the fact that this slider has the repeat arrow over the downbeat and it also screwed up the NC consistency you had until here (see: 00:29:765 (1) - this shouldn't have NC but 00:30:681 (2) - this should). Easily fixable by using 00:32:972 (1,2) - this formation you used here instead, but having NC on the slider.
- 00:31:598 (2) - Same as above, but using a slider and a NC note instead fixes this.
- 00:43:506 (1,2,3,1,2,3,1,2,1) - A bit too much time leaning to the right side of the playfield, could be fixed by placing 00:49:002 (1) - to the left side instead of to the right, or by varying the shapes of the sliders so that you can cover both sides without the restriction of consistent distancing (say, by making 00:43:506 (1) - this vertical, for example).
[ Sleet ]
General
- Same as in cup, you could increase AR/OD by 1, since platter's AR is 8 and going from 6 to 8 isn't really ok.
- Change CS to just 3? Taking into account platter is cs3,5 and cup is cs2, making the salad's cs a midpoint term between both diffs might be a good idea.
- 00:16:025 - There is a green line here that doesn't change anything at all, please remove it.
- Overall walking distances seem too harsh tbh; 00:05:033 (1,2,3) - distances between these are really unclear whether they're hard walks or just downright tapdashes, and it's really confusing. The only clear distances are for when the dashes ACTUALLY are dashes, such as 00:11:445 (5,1) - here, where it's 2,74x distancing and in gameplay it really feels like it should be dashed into or else you'll probably miss. All this being said, try making the walkable distances less harsh (reduce distancing) so that it's a bit more intuitive. All I will suggest below are just slidershape issues because some of the sliders are really hard to catch in terms of not getting trolled because of invisible (behind the head of the slider/first fruit) easy to miss droplets.
- 00:27:933 (2) - A droplet is hidden behind the fruit, and every single time I test the map I think this slider is a horizontal/curved one, but no! instead it's supposed to be a zig-zag-ish slider that requires you to stutter in the first fruit to accurately catch it. I know you want variety on the map, but don't go to this extreme please. For this one, just using a slider shaped like this: slider works the same way and doesn't require weird movement.
- 00:28:849 (1) - Same as above, the shape of this one can also be made with just three anchor points like any normal curved slider would, like this: slider.
- 00:29:765 (2,3,4) - A bit more movement between these would be great, try making (2) and (4) horizontal pointing to the left and have (3) 0,3x distance away from the tail of (2) and the head of (4).
- 00:47:628 (2,3,4) - Way too unintuitive to play, IDK if to just stutter my movement momentarily just to catch this correctly or to keep on moving to not kill my flow. A bit more spacing between them would be great, it's not really necessary for the triplet to be completely centered symmetrically either.
[ Snowfall ]
General
- 00:04:575 - 00:19:231 - Useless green lines.
- 00:19:689 (1,2) - Even if you were unable to emphasize (1) because of the time distance between 00:19:231 (5,1) - these two, it's still not a good idea to emphasize (2) with one just because you're giving more strength to a sound that isn't really that prominent compared to all the others around it. Just turning (2) into a triplet that moves horizontally to the right preceded with just a dash instead of a hyperdash solves this.
- 00:37:552 (8,1) - antiflowing hdash is antiflowing - try moving the head of the slider to x:104 while leaving the tail of it on it's place so that it turn into a curved slider and therefore flows better, like this: slider
- 00:49:002 (1,2,3) - I wouldn't really give these such a big distance between them, since the jingle bell sounds behind them are decreasing in pitch, therefore it's kinda odd to reflect this with increasingly bigger distances. I'd just make them walks as you were doing on previous diffs.
[ Hyperion's Hail ]
General
- 00:26:101 (4) - I'd make this slider completely vertical to emphasize the mini-drop on one of the instruments in the BG that this measure is having, and to also make the distance into (5) less harsh.
- 00:39:155 (5,6,7) - Seeing this pattern's distancing strook me odd, but it's an issue with the SV of the slider (7) overall that gives me that impression because you need to stutter a bit to catch it properly after the dash between (5) and (6).
- 00:49:002 (1,2,3) - I think this would work better on the right side instead of on the left one since there is so little distance between the previous combo's (2) and this pattern's (1) (00:48:773 (2,1) - this) that it made me feel claustrophobic. Also make 00:49:002 (1) - a bit more vertical? The sliderend makes the catcher crash into the wall, killing all momentum.
[ Blizzard ]
General
- 00:01:369 - 00:04:575 - Useless green lines.
- 00:15:109 (1,2) - Make these completely horizontal? Improves flow.
- 00:17:285 (2) - Move this note to x:172? I don't see a reason to use a hyperchain, the sound at 00:17:399 (3) - wasn't emphasized on previous patterns so why now? As a maximum I'd recommend just emphasizing it with a 1/4 dash distance.
- 00:40:643 (4,5) - No HDash in between these? Why? You could ctrl+h 00:40:758 (5) - to solve this easily.
- 00:47:170 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3) - This pattern is executed horribly, firstly because you're using a hyperchain to emphasize the 1/8 sounds in a diff that doesn't even give a hint of requiring a hyperchain to do so, secondly because you're using 00:47:456 (6,7,8) - these three notes to make the hyperchain (which is not a good structure, since a hyperchain has to have an even number of hyperdashes on it to work properly and play correctly, not an odd number), and for the record you don't do the same for 00:47:914 (6,7,8) - these, instead doing it 00:48:028 (8,1,2) - here, which is unconsistent usage. 7 of 10 times I saw myself shitmissing either one of the hdash fruits or the fruits after them because I expected the hyperchain to work in the correct executed way, not like this. I'd strongly recommend you just use a normal hyperdash between both 00:47:571 (8,1) - and 00:48:028 (8,1) - instead and keep it like that, the song really doesn't call for hyperchains at all.
Good luck!