and the gay post is telling about how shit this map is
LOL
Bold means most questionable thing
Comfort:
AR10 makes it really hard
00:13:936 (1,2,1,2,1,2,3) -
what the meaning for this 288bpm high jumps if you have small spacing for 00:14:978 (1,2,3,4,5,6,1,1) - patterns? is it really better if you put lower spacing on 00:13:936 (1,2,1,2,1,2,3) - to make that pattern make senses, probably this pattern just sudden death move which can make people really confused about the jumps and the difference of pattern on next patterning circles+sliders
00:15:395 (3,4,5,6) - this is really confusing about your first combo and transition doest like easy to read, because yeah on 00:15:395 (3,4) - it was following the melody but you suddenly change 00:15:707 (5,6) - pattern to basic beat patterning which is really questionable for your previous combo patterning and i think it's really better if you swap this pattern 00:15:707 (5,6) - or make 3 circles if you want emphasize 00:15:811 (6) - snare sound on here, but i feel like the previous pattern doesnt following kick and snare at all, it follows melody (and since you map 00:07:895 - with melodical pattern it's really great job if you change this)
00:16:020 (1,1) -
why this should have spam combo? the SV speed almost like same and the rhythm pattern is just only an odd sliders, but i think it will be alright and it will be more fine if you delete that combo
00:16:228 (1,2) - the most confusing thing i can't get it is
this is not a new stanza but why you change your own rhythm pattern and swap it to Kick snare basic pattern? which the most thing is an melodical patterning, 00:16:540 - this beat is skipped by a slider end and it doest make this pattern really easy to read, and yeah that's kinda inconsistant between Patterning and Combo too, 00:16:645 (3) - this circle didn't really affecting on the patterns which players are focusing on the melodical pattern (for now this melodical pattern is really strong since you map like that on intro and what so ever)
00:18:415 (7,1,1,2) - the jumping pattern in here is like hard to believe since that one looks so small distance for strong emphasize like in there, there was really strong melodical patterning in here, but yeah once again you skipped that strong beat for just an low kick sound at this music, yup there is in 00:19:040 - which you didn't map that potential beat and you skip that with a 1/2 slider, it makes the rhythm reading decreasing so much when players focusing to hear melody instead of clicking this 00:19:145 (3) - . and the most hard thing is, 00:19:145 (3) - this pattern has hardly stacked on 0 level (i think) which it makes hard reading pattern reading on AR10 for that random kick slider, not so random but the others can feel that so hard to hit
00:22:374 (3,4,1) - another questionable thing in here is like on this pattern which it has focusing on melody (especially on 00:22:686 (1,1,2) - yeah that so strong for a nice high spacing jumps, but yeah why don't you make like that? is it a great opportunity to make good emphasize right? and yeah you skipped good beats again and sacrifice it for just a kick sound, that kind is really hard to believe since this only was an 144bpm map and the melody have 288bpm pattern which it has more stronger to follow the melody instead of following basic beats on this beatmap, try make some priority on mapping for this one.
00:27:686 (1,2) - it's really better if you make a arrow slider in here and make a kick sliders on 00:27:895 (1) - . it will be make more senses with 00:28:311 (1) - emphasizing speed, and it's a lot readable too
00:28:624 (2,3,4,5,6,1,1,2,3,4) - yeah same as above, the advantage of the melodical mapping is like you can read the patterns easily without thinking twice since this is an high bpm map which needs more reflects than sightreading, the sightreading chance in here is really low, it's only just for TOP rank players can FC this thing (yeah maybe 1-500 people can sightread this and got FCs) which it can be really abnormal if you play this map.
00:30:811 (3,1) - this is about combo which really questionable
why you prefer 00:31:228 (1) - as a combo than 00:30:811 (3) - ?, the melodical and some unique sounds really good for 00:30:811 (3) - new combo, and the 00:31:228 (1) - seems didnt feel like it blending with a melody which that circle was a low melody sound (even weaker than 00:31:124 (4) -) and looks like that was a failed combo patterning to executing 00:31:228 (1,2,3,4) - so well (it has massive melodical thing there and it's really offbeats (especially on 00:31:332 (2,3) - + a zero stacking make it really worse to sightread or pattern reading)
well yeah, you know what should you do for that, follow melody will become better and more focused on emphasizing 1 map)
00:32:478 (4,5,6,7,1,2) -
this pattern is lot more confusing, which one did you follow? are you following both? i think this is not really good for a high BPM map like this which this was an reading error between this patterns 00:32:895 (1,2,3,4) -, 00:32:478 (4) - this slider probably needs to be changed to circles if you didnt want this happen)
00:33:311 (4,1) -
really questionable thing, why you didnt new combo this ending stanza and why did you NC this nonsensational circle 00:33:624 (1) - ? and the most awkward thing in here is like why you map a crazy jumps in such a weak musical rhythm (especially for 00:33:624 (1,2,3) - which it has really blank beats and that one is highly suggested to be changed to a slider). the thing makes really confusing when you skipped this Kick sound 00:33:520 - to a slider end which makes this is really questionable patterning type for all people in here, this is exactly like 00:33:520 - is deserving a clickable object, makes it comfort and makes your patterning more readable
00:36:540 (1,1) - the most weird thing i see,
the SV change and the rhythm choice is really questionable, because in 00:36:853 - has really big melodical starter to make the 00:37:061 (1) - can be more readable, in this case you're too much pressure player to forcing players get that this sudden SV change without any warning.
00:39:145 (1,2,3) - it will be better if you put a high jumping pattern for this emphasizing, the music is really needs it and looks like the flow on slider and the distance snapping is really harsh, and the high jump spacing in there makes this pattern more effective for an antijump + ascension pattern
00:44:301 (2) -
this is not really good as you expected before you create this, think about this one, when you like going to a slow part and then you deal with that sudden overmapped 288bpm stream how'd you feel?, yup that's why you need to remove that stream, and don't make any sudden high density pattern at this part, 1/6 stream is enough for this part
00:52:686 (1,2,3,4,5,6,1) - this jump pattern is not easy to read, it is not easy to read. trust me, the patterning on 00:51:853 (1,2,3,4,5) - makes this circle bang shot is like OMG, and the stacking makes it worse to read on AR10, and there is no clue that you can read it with a follow point, yeah this jump even can't be readed so easily with follow point on the map, and 00:53:207 (6,1) - the flow direction on here is make the next pattern aim is worse, like how'd you bursting jump like this 00:53:624 (2,3,4,1,2,3) - ? the back patterning like this kinda makes a big mistakes on the map
00:56:020 (3,4,5) - the thing s really confusing again, and about emphasizing the pattern this kinda awkward when you put a high jump pattern at exactly on weak musical rhythm, how suppose this jump can work? well yeah, less distance can make flow really better and good
00:58:207 (1) - seems you put wrong stacking, it looks neater if you stack with slider tail + confusion with zero stack reduced
01:01:332 (1,2) - it's really better if you not follow the scratch sound yet, please follow finish beat on there first so you can make a nice scratch patterning on 01:01:645 (3,4,1,2,3,4,5,6) - looks really bettern and more confident
01:04:874 (1) - same problem with my previous thing, and yeah i have same thing in here too 01:07:999 (5,6) -
the kiai is most brutal and this is really not a logical thing if you make a difference between Extra and Comfort diffthe most thing is not a logic is an triplet overmapping + excessive jump on it, this overmapped parts can became a severe problem if you going to push forward this beatmap, this causing a really uncomfortable map which it has only forcing players to do your own patterns without take a look at the music it self.
like on
01:18:520 (1,2,3,4) -
the kiai parts it's purely an 1/4 not 1/8, and with the jump flow like that im not sure people can do a good execution for that pattern01:18:520 (1,2,3,4,1,2,3,4) -
the density of this pattern will became not good if you put this thing, it's just a spammed 1/8 triplets, the only you can do is remove them all and change to spaced circle or create a jump 1/4 sliders (if you keep this problem in your mind, 01:19:561 (6,7,1) - this pattern will be a bad anti jump for emphasizing a little kiai thingy
01:21:645 (1,2,3) -
the most weird rhythm density emphasize, when you decide to skip this very strong melody 01:21:853 - and go overmapped with the black pattern like 01:21:905 (2,3) - and you put crazy hell anti flow pattern on 01:22:270 (5,6,1,2,3) - with overmapping too, please fix this flow direction especially for 01:22:374 (6) - , this is really excessive and too much pressure on 288bpm map, remember 288bpm isn't easy to map with your own style you need to learn how people playing too
01:23:311 (5,1) -
basically this is was a simple pattern but there was a mistake on your patterning when you skip 01:23:936 - as a strong rhythm and you put a sudden pattern like that, that can be awkward. like always you need to put a new combo in 01:23:311 (5) -, that's a warning for players which can read a new pattern, and yeah for 01:23:936 - you should map that one because you put a 1/8 pattern on 01:23:311 (5) - and it wasn't nice if you skip that part and change it to slider end.
01:25:395 (1,2,3,4,5) - honestly i can't get what you mean in here, the rhythm change is not readable for that stanza since you follow synth before, it will be better if you put pattern like this
01:28:103 (3,4) - again, why you did this pattern always, you can test it with yourself? that flow is like a pain in 288bpm if you can feel it
01:30:915 (5,6,7) -
THIS PATTERN IS REALLY OFF AND DOESN'T FOLLOW ANYTHING, even the kick is really off on there, why BNs bubbling this so fast and didn't think about this pattern before? please pay attention to the rhythm you choose for this, and yeas that pattern can be better if you follow the melody like same as you following a melody on 1st kiai you did
01:29:978 (1,2,3) -
PLEASE THIS IS 1/6 OR EXCATLY LIKE THIS http://puu.sh/oMQq3/dc658349b4.png, there is now way you can pass ranked criteria with a wrong overmapped thing, that must be fixed
01:31:540 (1) - keep in your mind you need to keep your melodical things in here, make this 1/4, after that put circle on 01:31:749 -
01:31:853 (2,3,4,5,6,7) -
ambigous pattern which has 2 different beat snap in here, it's your choice want to choose 1/6 or 1/4, but in this case the jumps is really excessive and the musical pattern is not really supporting for jump like this (yeah right, i'd better do some lower spacing or creating a 1/4 slider to follow synth more better and put a high distance circle jump at 01:32:478 (1,2,3) -, that's is definitely will become better that your pattern now)
the rest looks okay, and the ending is like a copy pasta with intro but whatever maybe it just me