a
[general]
the first red line should be at 00:01:095 - ; the beginning's metronome is only marked by the really soft percussion so having the notes on offbeats feels out of place specially in a game mode like taiko which relies so heavily on barlines. Can be confusing with NC or HD mods which may lead to some pattern misreading. When fixed, add another one at 00:24:845 - for your usual metronome reset. both 240 bpm 4/4 signature of course
i'm guessing you took this from a osu!standard ranked (or not) mapset, in which they don't pay too much attention to this stuff.
i personally see no reason for the SV1.3, why not stick to our usual 1.4??
[inner oni]
the map itself looks fine, it follows the song accurately, but at the same time it looks too flat (no up and downs) which makes it somewhat boring to play.
regardless, here's a mod:
00:23:595 (120,121,122,123) - those are not 1/3, there is no clear sound that indicates 1/3 so i'd rather remove 00:23:678 (121) - and make the pattern 1/4 to fit the slightly high pitched beeping sound (kkddk works just fine for me and is more intuitive to play)
01:12:470 - there's a faint percussion hit, or at least a reverberation of one, it would fit nicely to end the stanza with a slightly higher density. it would still be 1/2 so i don't think it's a problem
01:45:095 - 01:59:845 - while the options to map this are limited themselves due to how the the music works here, you can still add some kind of variety to avoid extreme monotony. what surprises me is that you actually did on 01:58:845 - by following a bit more the piano, you could do that more often, like for example:
instead of k d d d k d d d k... all the time you could do something like k d d d k d k d d d k k d d k d k d d d etc, you're technically still following percussion on and offbeats but also provide some kind of variety
also this part's density looks inconsistent, the pace of the song remains the same practically, but the density gets higher as it advances, i can't agree too much on that. I'd agree if it was a buildup of some kind, but it is not, so my suggestion is to add more 1/4 notes at the beginning of the patterns of this section, e.g. adding 1/4 at 01:45:282 - 01:45:782 - etc...
02:01:095 - feels odd if you skip a highly mappable guitar note here, even if you want to strictly follow percussion
02:03:095 - ^
02:05:095 - ^
02:07:095 - ^
02:09:095 - and so on
1st kiai
02:18:657 (18) - i'd move to 02:18:907 - to give proper emphasis to the downbeat, two ddk in a row also feel really odd
02:21:282 - add a kat? the 1/2 chain lasts for too long imo
02:24:095 (70,71,72,73,74,75,76,77,78) - this pattern needs some improvement imo, feels rhythmically odd and doesn't properly emphasize the strong beat at 02:24:845 - , which also makes it inconsistent with the start of the kiai. I came up with something, although I am unsure whether you'll like it or not.
What I did was: removing 02:24:970 (79) - , adding finisher to 02:24:845 (78) - , move 02:24:782 (77) - to 02:24:532 - and turn it into a kat, and then finally, turn 02:24:720 (76) - into a kat for smoother flow after the kkd
02:26:345 (92,93,94,95,96,97) - this also feels kinda odd rhythmically, again the strong beat at 02:26:845 - looks like merged with the rest of the music, which is in my opinion not well emphasized, you could just move 02:26:657 (96) - to 02:26:782 - and change it into a kat for the higher voice tone
02:41:720 (239,240,241) - i see you're a big fan of double ddk's lol
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03:05:470 - here onward we get the same problem as 01:45:095 - , some variety would not hurt; also the density stuff still "suffers" to put it this way, the pace of the song stays the same but some parts have 1/4ths and others don't.
i'll leave it up to you where you wanna increase/decrease density as i've already explained myself clearly (i hope)
+++
03:20:845 - here again, we're missing so many mappable sounds it's unbearable, looks really undermapped, and i can't comprehend why
besides suddenly changing the rhythm at 03:26:720 - also felt odd to play, my suggestion is to map every 1st guitar note before the 1/1s in places like:
03:21:095 -
03:23:095 -
03:25:095 -
etc.
03:35:011 (599,600,602,603) - make them all kats? dunno, the beeps certainly sound different, so it'd end up being dddd(d k k d k k d) which fits much more imo
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2nd kiai
03:43:845 (672) - requires finisher
03:44:782 (681) - either delete or move to 03:44:657 - , as 03:44:845 (682) - is begging to have a finisher as well
if added finisher at ^, delete 03:44:970 (683) - for proper emphasis and consistency
++++++++++++++++
04:18:657 - guitar starts here, so if you're following it there's a note missing here
04:22:657 - ^
04:24:845 - onward, i like this rhythm
04:30:845 - this is a very nice buildup too, nice job
04:37:220 (165,166,167,168,169) - I felt uncomfortable with this quint, doesn't seem too fit for the section where you're mostly following percussion; you could still emphasize guitar here by simply removing 168, making 167 a don so it'd end up like k ddd d k
04:39:095 (183,184) - ctrl+g? you missed a snare here, not quite fitting
04:39:845 (190) - kat, powerful snare hit
04:39:970 (191,192) - ctrl+g, 192 is a good snare hit and kddkddk at 1/3 fits much more than dddkddk
04:48:345 (262,263,264,265,266,267) - not sure about this... you may have wanted to emphasize guitar but the guitar itself is going 1/4, so it doesn't seem like a good idea. regardless, as you may know the guitar pitch is not static, it has up and down wubs so i'd rather put a mixture of dons and kats to emphasize this better, like instead of kkkkkk, use something like kdkkdk
04:57:345 - onward. I have trouble understanding the rhythm, the most accurate one would be to use even patterns imo, less confusing to play due to the nature of the music here. Read as: instead of kdddk, just remove the last note and make it kddk, suits the rhythm so much better imo
the 3rd kiai... i'll leave it alone
06:00:845 (39) - needs finisher
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ok that is all, the map itself looks solid enough but it needs some fine-tuning
edit: I almost forget, HP5 or 4, the map draintime is too long to be HP6