Well from a playthrough and looking at it overall in the editor, there really isn't anything wrong with this difficulty at all really. There are certain parts and certain choices that feel a bit questionable at times but given what you're mapping it's to be expected and unavoidable. One mostly meaningless suggestion is to rename the diff from "Hard" to "Hyper" as those two names do have different connotations in terms of difficulty. Some things that are slightly too much for a Hard can fit in a Hyper no problem (quints at the end of Genryuu Kaiko, that sort of thing) and it might help to deter some of the questions about difficulty that I'm seeing pop in the thread from time to time.
It's not beatmania/bms/o2jam for name Hyper, it's a pure Hard and it's hard named by me 00:20:330 (1,2,3,4) -
These square patterns, while a bit repetitive, do exactly what they're supposed to and provide a good opening to show what sort of map you're getting into - starting like this takes the question of "inconsistent difficulty" a notch lower, and it's a good platform to let the player know that if he has trouble with this beginning, the map is probably just out of reach for him. Only saying this to state that I agree with it and there isn't much of a need to nerf it or anything. Thank Al-Azif for this awesome pattern.On the other hand. the section directly afterwards might actually be a bit too easy considering the intensity increase. Mapping the red tick between these two 00:27:667 (4,1) - with a single note and the one between these 00:30:002 (2,1) - provides a slightly better rhythm platform imo.
srimo.....nvm yes, ctrl+g foralso ctrl+g for[/but this move forced me to remap until the spinner appears.me to remap until the spinner appears.00:33:622 (1,2) - I get what these are for and they fit the rhythm, but given the very quick transition of the music they're hard to predict and easy to drop. Might want to position them in the center of the screen at least, to make them easier to approach.
yes, the next little remap (minor) 00:37:391 (1,3) - this is ever so slightly off as seen
here. (To fix it Ctrl G the 1 and check from this timestamp 00:37:823 (2) -
let's skip it, the most important is the head and tail of (3) are equal distance from tail of infinity loooooonnng slider00:44:145 (3,1) - Others have pointed this out too, but even though this fits the music it's a bit much to stick here, a single note works just fine. Too easy to break here.
i choose: this still fits the music, i did 1/4 break instead for 1/8 to prevent break, besides the circle sounds weird here, when the music says opposite/adverse/i don't know01:01:894 (1,2,3,4) - While I don't think they're
too far apart, the're a little too spaced for comfort on 4+ singletaps. Might want to close them a bit more. Same with the three right before it, just for consistency. Didn't say about those because it's 3 not 4+.
Previous tree three circles are good even they are the same spaced? It's a very good set. 01:06:292 (1,2,1,2,1,2) - these are easy to
misread as well, using some sort of 1/2 slider pattern would be better, and it's actually easier to execute than the current 1/1s, strange as it sounds.
The World diff has 1/2 things here, then i' easien this for balance between hard and extra. It's Asphyxia's pattern from GD in RLC's mapset. OMG REFALLER NOOB COPY NINJA KAKASHI01:15:087 (1,2,3,4,5) - Aaaargh can't you space them a little less D:
These 1,5 seconds of music are too wild/mad/bam bam bam for decrease spacing, but don't worry, it's in 1/1.02:10:726 (2,3,4,5,1) - Hmm I'm unsure about this. Too easy to screw this up, there isn't this many stacks in the rest of this section either. Replacing it with two 1/2 sliders works rhythm wise and is simpler to pull off too.
I follow for kick drums, so any sliders work badly for this moment.(minor) 02:39:406 (3) - Might position this to point at 1 and have a straight line towards 2. Something like
this. XD, my foolish fault 02:46:101 (2,3,4) - Try
this rhythm, it sounds a little better than what you currently have. It does screw with your symmetry pattern there but it doesn't ignore the lyrics/big white tick which is more important imo.
Are you REALLY sure what you said? I follow for drums, so this big white tick isn't important for this moment, besides your set totally breaks drum line02:55:218 (2,3,4) - Try the same rhythm here. As above you'll need to shuffle some things around if you change it but I think it's worth it for the rhythm. Same at 03:04:335 (2,3,4) - 03:13:452 (2,3,4) -
I guess there are the same rythms as above, so i would skip this without any checks, because i'm sure what i will seen02:49:947 (1,2,3,4,5,6) - This and the other two times you have this - while it's doable, it seems a bit overstated and nerfing it wouldn't hurt.
SRERFING!!! This patten as hard diff is nerfed to the lowest level, besides i would keep the follow for temporary piano line03:07:754 (1,2,3,1,2,3,1,2,3) - .......yeah. Only reason I hit this is because I know the song. This has been pointed out by others too, and while it's a good looking pattern, it can't really be in a map of this difficulty imo. Consider making them 1/6 repeat sliders to make them simpler to play without messing up the player with a sudden syncopation change.
I don't have other ideas for remake this, but i would say something about 1/6 sliders: This one is well for insane diffs and higher, because it's horrible "200-infinite fast" bpm04:42:810 (6) - Good pattern, but this jump from 5 to 6 might be too far.
i fixed "i can' explain what" but, this decreased the distance a little.04:54:675 (1) - Maybe start the spinner at 04:54:214?
psssszzszszsz....This spinner begins like Blue Dragon's spinner.05:04:598 (1,2,3) - Maybe it's the music itself, but this is a bit hard to read. Ceza's super fast vocals make the beats seem quicker than they are I guess. I can't suggest anything here because a repeat slider doesn't capture the intensity of the beats. I guess the players have to make do.
There are synchronized with two things: Very loud kick drums and Exile-'s SB, and it will be still be drill be bleh....
i'm tired 05:32:675 (1,2) - With the rhythm here already leaning heavy and dense, sticking a triple in there is pretty mean. Might as well make this a slider like the rest of them, it gives it more of an edge without being too jarring.
I just fixed other thing than you wanted, NC is replaced to 05:32:983 (3)
06:05:060 (1,2,3,4,5) - The other notes after this which follow the same music such as 06:08:983 (1,2,3,4) - 06:10:598 (1,2,3) - aren't as spaced or difficult to hit. If you want to keep the pattern might want to tone down the spacing a bit.
I feel good until there are different patterns 07:26:385 (3) - Ctrl+G this for better flow?
I did earlier ctrl+g for some risks, but for worse effect, thank you07:28:129 (1,2,3,4,5) - You use a repeat slider to follow the rhythm right after this pattern, but this one doesn't correspond to the more prominent foreground rhythm as much. Something like
this or even
this could work better, up to you.
I can say that both are the same because they are all 1/2 rythms and they don't fits with my flute/vocal/your voice line07:47:315 (6) - You could add a note on the white tick after this repeat slider ends, right before the break. Up to you if you want to leave it blank though.
Drums are stopped so why? 08:12:998 (1,2,3,4,5,6,7) -
Just mentioning to anyone who might think these are too hard, I don't know if it's the BPM, but they're actually easier than they might appear and imo, not too hard for the difficulty. XD you don't know that it's easy or hard XD
08:21:103 (1,2,3,4) - Oh boy. I guess this is supposed to be the hardest part of the map, maybe. (It's certainly an intense ending, no doubt) and anyone who has heard Genryuu Kaiko will know this is coming. There's no streams in the rest of the
8 minutes, though, and having three of them right at the end might be a bit of a jarring throw-off. They're not extremely difficult to execute, but something to keep in mind. Try to get playtesters' opinions \O/
Let's just move away and we will be happy forever Aaand, that's about all. What can I say, it's a good mashup, a good mapset, one
hell of a storyboard and a cracking Hard diff at that. Most of the stuff above is pretty nitpicky, but there isn't much else to do but polish when a map gets this far. I'm not stretching it too far when I say the Hard is beyond rankable as it stands, and I look forward to seeing it have a
heart flame visible in-game soon.
Good luck good luck! Hope I helped somewhat.