Easy:00:09:300 (3) - I suggest removing the reverse point since the section that this sider has been representing ends on the reverse point and the new section starts at the end of the slider, which doesn't really make sense.
00:16:300 (2,4) - Try to avoid that ugly overlap.
00:17:800 (4) - You could move this to (84,237) so you end up with something like
this.
00:28:300 (3,4) - Because of these two sliders's placement, newbies might freak out seeing another slider appear and as a result, leave (3) earlier, breaking their combo.
00:34:300 (3) - If you have a not here
00:32:300 - You also need to have one here for the sake of consistency.
00:34:800 (1) - Should be at (71,228) to perfectly overlap with the previous 2.
00:37:800 (4) - Ctrl+J, rotate by -30 and placing at (386,161) seems to work much better for this slider since you also avoid the bottom right corner. (I would like to see a blanket if possible).
00:40:300 - And another note here for consistency.
00:40:800 (2,3,1) - Wow, both the flow here and the overlap seem extremely awkward. You forcefully make the player change direction in an attempt to emphasize the strong long-lasting vocals but instead you simple end up with broken kinetic movement.
00:46:800 (1) - Ctrl+J, Ctrl+H and reposition it at (484,56) so the head and tail propose nice in-and-out transitions.
00:48:800 (3,4) - A blanket would be cool.
01:00:800 (1) - Try
this (
pic) since it provides you with much smoother flow by slightly changing the sliderbody.
01:04:800 (1) - Now Ctrl+J here and repositioning at (335,114) would work much better for emphasizing the new section and also making a nicer transition to the upcoming note.
01:17:800 (2,3) - Imperfect blanket.
01:23:050 (3) - Try
this instead since it seems really weird holding the cursor steady for a whole 3/2 beat time right at the end which is supposed to be quite an energetic part.
Normal:00:02:800 (1,2,3,4,5,1,2,3,4,5,6,7) - Why not select all these and move them at (164,172) so the movement as a whole is focused more in the center area and also to avoid going on that nasty bottom-right corner.
00:19:300 - I really seems weird not to be tapping here, why not replacing with a slider since that's what you also do with the previous beat of the same nature.
00:26:300 (8,1) - Huge DS break here, I don't think it is really an issue but you should ask a BN/QAT member about that.
00:24:550 (5,1) - At least stack these two.
00:34:300 (6) - Because you've mapped this,
00:32:300 - You should also map this and
00:31:300 - This.
00:33:800 (5,6) - In conclusion I suggest simply replacing these two with a slider. This way, you'll be able to emphasize the vocals and also create a less weird/unstable rhythm. Big cuts on the rhythm is not something newbies deal well with.
00:38:300 (6,1) - Linear and guided movement towards 1 is not a good way to bring out the beginning of the new section, try using more snappy flow here.
00:40:300 - Ugh this is the slow part again which becomes really weird because of the huge time gaps and inconsistent rhythm. It's best to use the vocals as a guideline and still map to the actual beats.
00:45:550 (5,6) - Cool pattern but people might leave early from 5 to transit to 6, since it goes completely against the suggested flow.
00:48:550 (3) - Starting on a red tick is one thing
00:48:800 - Skipping such an important beat (not making the player tap) is another and both of them server as reasons of why this is slider misrepresents both the vocals and the beats.
00:49:550 (4) - Same goes for this of course.
00:51:550 (2) - And this, you do this quite a lot actually before and afterwards, you might want to look a bit better into that.
00:51:550 (2,3) - Try to keep a relatively not-so-snappy flow when it comes to big time gaps, new players don't really have a sense of when to leave a slider and when to stay until it's complete.
01:05:300 (2,3) - You might want to thank the sliderball area here since it's the only reason people will not break combo. Otherwise, there is no way people will follow the actual shape of 2.
01:09:300 (2,3) - Could leave early and so on and so forth...
01:12:800 (1,2,3,4) - Your rhythms being inconsistent is enough, please at least try for the player to tap on prominent sounds such as the tail of 3 in this case.
01:17:300 (2,3) - The tail of 2 is not exactly between the head and tail of 3.
- Syrax select everything and move them to the left!! What happened to that area XD
Hard:00:03:800 (3,4) - Wow use steady DS as much as possible on hard difficulty! Also NEVER increase spacing on a red tick unless you know exactly why you are doing it. In this case, I see totally no reason (according to the prominence of the sound) to increase spacing.
00:04:300 (5,1) - Especially when you've represented much stronger sounds with less spacing.
00:27:300 (3,4,5) - You should really ask a BN/QAT member about this rhythm. While it stays true to the vocals, it does not follow the beats (which is kinda odd since that's what you've done so far) and the rhythm itself is a bit harder than it should.
00:37:800 (3,4,5,1) - Too brutal of a flow here, you force the player to snap back and also pull off a hard rhythm (le triplet).
00:45:800 (3,4,5,1) - Same here, not only that but the tail of 3 does not even face the part where the player has to snap back so it also makes it a bit weird in terms of readability.
00:57:800 (3,4) - And you do the same as you did in the beginning, one point for consistency, -1 point for false spacing.
01:10:550 (1,4) - This overlap looks really bad and could be avoided. (Using another pattern ofc).
- In general, your patterns are really depended by their surroundings, making fixing them (or even suggesting alternatives) without changing anything else really hard.
Insane:00:10:550 (1,2,3) - Again, you might want to ask a BN/QAT about this pattern since it's quite unusual on 3.5* maps. I find nothing wrong with it tho, just to make sure.
00:11:050 (4,5) - Stacked.
00:12:050 (2,3) - Not stacked. Did something change in the music so you can represent them differently? >.<
00:27:425 (3) - You add a bit with hitsounding where there's no such beat in the music, this is nasty and should not be done.
00:27:800 - And you also end up skipping this juicy little beat as a result of the slider you've used.
00:36:550 (5,6,1) - The spacing here make no sense at all you don't space out 5 and 6 which contain prominent enough beats but you space out 1 which DOES NOT contain a beat. Capitalized the "does not" because you've added your own beat with hitsounding. You are mapping the song, not your hitsounding!
00:37:050 (1,2,3) - Really forceful back and forth flow but I suspect you'll change that pattern because of my previous suggestion (if you accept it) anyway.
00:44:550 (5,6,1) - And you do the same thing as the previous 5,6,1 combo.
01:00:050 (5) - Ctrl+G'ing this seems to work much better with the presented flow.
01:04:300 (6,7,8,9,1) - I really don't think the hitsound choice you've gone with match the music in the slightest bit.
01:08:800 (1) - Also Ctrl+G'ing this seems to work much better.
01:20:050 (6,7,8,9,10,11,1) - And there goes the ear-blowing hitsound again.
General:00:14:800 -The great majority of the objects you've used after this time have a finish. Using a finish so often goes against the musical structure of the song and it will also sound awful to people who play with their skin's custom hitsounds or even the normal ones. I suggest you use a finish every 2 big white ticks and a clap every other white tick.
- I modded this mapset under the mindset of accepting your way of representing the music. However I personally think that you could use some more kinetic and rhythmical consistency throughout all of the difficulties.
- Metadata is correct.
- Offset is fine.
- No file problems.
- No hitsound problems.
Good luck with this o/