Hi. If you don't mind, I'd like to give my input while it's waiting to be requalified. Feel free to ask me in game if you have any questions or concerns.
[General]
Consider moving your preview point to either 00:09:659 - or 01:13:659 – since the current position doesn't give as accurate reflection of the song.
[VI]
00:00:825 (2,3,4,5) – Try making the flow a little smoother with the slider like this, it looks a little more continuous:
http://puu.sh/pIaWY/cd6d058ab9.jpg 00:18:992 (1,2) – I suggest you do Ctrl G on these to make the slider be on the downbeat since I think this gives rest to the player at a better time
00:15:325 (2) - and 00:16:325 (1) - compare this to 00:25:825 (1) – and 00:26:992 (1) –. Why emphasize these measures differently? If you think the first measure is weaker for the first instance, why do you make the first measure stronger in the second instance when it's the same music?
00:28:991 (4) – This is a stronger note than 00:29:158 (5) – isn't it? That's where the beat and change in pitch are right? If so, why is the jump on (5) and not (4)?
A question worth asking is 'why have a jump at all?' If you do have a reason to jump, consider 00:32:659 (3) - . Doesn't this have a strong feel to it that suggests to add emphasis, and start detracting emphasis at 00:32:992 (5) - ? (I'm only playing devil's advocate for this one and I'm happy if you don't change it. I can see the feeling your getting at, but the more you lean into (3) being a strong note, the more you can appease perspectives like Kibb's by say doing Ctrl + G on 00:32:659 (3,4) - )
00:38:825 (4,1) – The angle and DS of this flow doesn't play well to me. It doesn't feel like there's proper emphasis on this downbeat, which is what the jumps/drums on 00:38:325 (1,2,3,4) – are building into. Consider something more like:
http://puu.sh/pI8l9/37081a3539.jpg01:04:325 (5,6,7) – For structure/design, move (5) to 133, 336 and move (6) to 45, 117
http://puu.sh/pI8Mt/c22b52e567.jpg. This makes these two lines parallel, which gives it more strucuture:
http://puu.sh/pI9ek/8b2ffa363a.jpg01:16:325 (1) – This is the downbeat that starts the kiai, so I think it deserves a little stronger jump to add emphasis to this section. If you need an example, consider moving to 166, 133. This also helps with the following issue since it foreshadows the large jumps.
01:16:825 (2,3,4,5,6,1,2,1,2,3,4,5,6) – I'd like you to reconsider this. The big spacing compromises your
pacing a little bit because this spacing is very intense but the following spacing in the next couple measures are relatively low (since sliders will weaken the feel of the DS). I think doing Ctrl + Shift + S by .93 would help keep it in balance with the rest of the map.
01:26:659 (7) – Consider moving this +4x, +4y so it's easier to see a stacked note here. I don't see what there is to gain by hiding information from the player, when this alternative does virtually the same thing:
http://puu.sh/pI9kL/e34b1987be.jpg01:29:659 (1,3) – There are similar instances like this one, but I'll let you decide and find them
01:29:325 (6,1) – The downbeat at (1) has a kind of small DS. I know you want to keep your structure/ pattern, but I don't think it's worth under-emphasizing a strong note here.
01:35:492 (4,5,6) - overmap feels unnecessary.
03:35:325 (8,9,10) - ^
01:44:325 (1,2,3,4,1,2,3,4) – Compare to similar sections like 01:40:325 (1,2,3,4,5,6,7,8,1,2,3) – and 01:45:659 (1) - . Why use constant DS here but not in these other ones? Aren't the pitch changes in these other sections also very strong here as well? (which is what I'm assuming the DS changes are going with). It's actually easy to use the same type of structure and add in DS changes by switching around the notes like this
http://puu.sh/pIaJd/d41018df8d.jpg. If this change results in too intense of a DS, just scale the pattern down with ctrl shift S
01:48:825 (1,1) – This overlap looks kinda strange, consider a less aggressive one like:
http://puu.sh/pIaSM/48a5719ed1.jpg 01:58:825 (7,1) – Try emphasizing the downbeat a little more by doing something like:
http://puu.sh/pIbef/0502d1910b.jpg02:04:325 (1,2) – Consider giving a little room between these for a similar effect as 00:35:325 (1,2,3) – like”
http://puu.sh/pIbk5/600a263e13.jpg 02:04:825 (3,4) - ^
02:05:325 (1,1) -
02:28:659 (1,2) – I don't like this. The circle at (2) is using the same flow as the reverse slider. What about the drum note at (2) is repetitive? There's a big change here, so I think you should also change your flow.
02:59:992 (4,5) – Why stack this? Why not continue the flow you've been doing by putting (5) around 276, 20? Why choose to make (5) a circle and not a slider? Test out a flow like this:
http://puu.sh/pIcij/4801851a4f.jpg. If you need room, feel free to move 02:58:992 (1) – since 02:57:991 (1) - has faded completely, so there's no need to worry about any overlap issues with it as long as the structure with 02:58:658 (5,6) – stays good, and the DS increase would actually help emphasize the downbeat a little.
03:13:492 (4,5,6,7,8) – These ¼ sliders seem premature and unnecessary. I'd like you to explain how they go with the lyrics since your explanation to Kibbleru didn't seem sufficient. How do they add to the vocals? The way I see it, the lyrics are on (4,6,7), and by adding ¼ sliders, you are stealing emphasis from these notes and putting them where there is no music, which doesn't fit the song in a way I like. Furthermore, you steal the emphasis from 03:14:325 (1,2,3,4) - . While technically overmapped, these notes make sense since the new measure is a good place for change to exist since it lacks the vocals, which allows for the added hitsounds of the drums, but by having ¼ sliders at 03:13:492 (4,5,6,7,8) – the drums you added don't have the same effect because they're overshadowed here.
03:41:159 (3) – Consider doing Ctrl + G for a less aggressive drop-off flow or moving to:
http://puu.sh/pIeZ4/fc0130c7fc.jpg03:46:825 (1,2,3,1,2,3,1,2,3) – Consider scaling these up a bit to recognize the increasing pitch. Just a little acknowledgment will reassure the player that the map is going to change with the music and help build up this last part a little better.
Hope this helps and good luck!