Tess, this one goes for you.
I gotta be honest here. Map is actually pretty damn sick. I love when people try out new styles, especially when it is completely different from nowaday's. Some jumps and spacings feel a bit random. I personally didn't have a problem with a lot of these but I'll be giving suggestions on the ones you can improve.
Before starting with anything else, I do not think this difficulty is anywhere ready to be ranked, as it contains gameplay elements that I find really doubtful and that need to be discussed more. While I see that random spacing is pretty much accepted nowadays, I consider this case as rather overdoing this way too much. And that's why there's one fact I still can't ignore: your consistency. Literally non-existent. There's no consistency at all in the whole map. Things feel so randomly placed that it's hard to "guess" where players should move their cursors in order to continue with a good transition.
Now, let's jump into things Kibbleru didn't mention for one on another thing. And that's emphasis and jump placement overall.
VI.Artist of the Sakura
You know, I've noticed your hitsounding usage and... I would really like you to check the way you hitsounded your difficulties. It's kinda messy, they don't follow any kind of patternship nor make actually sense. I'm dropping down below some very noticeable things that should be fixed asap!
Volume from hitsounds should be lowered by 10% in-Kiai. Meaning, everything outside of the Kiais sounds just on point
Also, some kicksliders seem pretty much randomly placed. I'm not particularly sure what they are trying to follow and if it's even noticeable in the music in any sort of way. Referring to 02:34:325 (2,3,4,5) - , as an example, it's a pattern that follows pretty much nothing and it's "overshadowing" the vocals. Try not to follow everything existent in the music, even if it is just barely noticeable!
Please, once again, check your hitsounds. Especially those Finish.
I feel like with some work, it could definitely use a lot more of work in terms of flow and playability though, and even some aesthetics.
This was pretty hard to mod, since your mapping style (especially flow choice) is really different from my own.
I gotta be honest here. Map is actually pretty damn sick. I love when people try out new styles, especially when it is completely different from nowaday's. Some jumps and spacings feel a bit random. I personally didn't have a problem with a lot of these but I'll be giving suggestions on the ones you can improve.
Before starting with anything else, I do not think this difficulty is anywhere ready to be ranked, as it contains gameplay elements that I find really doubtful and that need to be discussed more. While I see that random spacing is pretty much accepted nowadays, I consider this case as rather overdoing this way too much. And that's why there's one fact I still can't ignore: your consistency. Literally non-existent. There's no consistency at all in the whole map. Things feel so randomly placed that it's hard to "guess" where players should move their cursors in order to continue with a good transition.
Now, let's jump into things Kibbleru didn't mention for one on another thing. And that's emphasis and jump placement overall.
You know, I've noticed your hitsounding usage and... I would really like you to check the way you hitsounded your difficulties. It's kinda messy, they don't follow any kind of patternship nor make actually sense. I'm dropping down below some very noticeable things that should be fixed asap!
Volume from hitsounds should be lowered by 10% in-Kiai. Meaning, everything outside of the Kiais sounds just on point
Also, some kicksliders seem pretty much randomly placed. I'm not particularly sure what they are trying to follow and if it's even noticeable in the music in any sort of way. Referring to 02:34:325 (2,3,4,5) - , as an example, it's a pattern that follows pretty much nothing and it's "overshadowing" the vocals. Try not to follow everything existent in the music, even if it is just barely noticeable!
- HP+1
- 00:05:659 (1,2,3,4,5,6,7) - I feel like a pattern would've definitely be better in terms of "trying to follow the music as much as I can". What Kibbleru mentioned makes actual sense, I'd definitely re-consider that and make that kind of pattern you did in 00:01:992 - at 00:05:659 - instead.
- 01:26:659 (7) - You almost got me there not placing a jump! Why would you break with your consistency like that? Don't you find it more fitting if (7) would be placed where 01:25:825 (2) - is right now? Making such a counter-intuitive placement can ruin some NCs in the middle of a jumpy section. Try to keep these things clean! Don't you think this is a similar pattern to 02:58:825 (6,1) - ?
- 02:39:825 (6,1) - I'm still wondering why there's a jump there instead of being at 02:39:992 (1,2) - . There's nothing in the music to say "imma place a jump here, this would definitely play good". Players would be so focused on the flower pattern and by the time they reach (6) they will be facing a big jump to the other side of the screen. Without any kind of clue or reason whatsoever. You still want to keep something similar yet still maintaining something predictable? What do you think about this pattern?
- 02:47:825 (2) - I wouldn't place a clap here, sounds a bit random. Instead, a whistle would be doing a much better job.
- 02:49:491 (1,2,3,4,5,6,7,8,1,2,3,4,5,1) - I kinda lost your style here. Not specifically sure what you tried to do with this pattern. What I mean is, if you compare 02:50:658 (1,2,3,4,5) - to 02:52:325 (1,2,3,4,5) - you will easily notice how this is completely inconsistent. Even though their path is similar, the spacing is completely different. And there's almost no difference at all in the music, like, if there's any, it's not noticeable from my point of view. Not to mention the fact that they both look completely overmapped due to all the non-audible beats that you decided to place. I'd really like to see 1 or 2 sliders instead of that circle spam without any reason. I came out with a cool and chill pattern that you might (or not) like that follows the music pretty good! Here's the mighty link.
- 02:55:325 (2) - Would definitely remove the Finish from the head. Oh, and also, please... 02:54:992 (1,2) - those claps on their respectives tails sound... not so good.
- 03:00:991 (2,3) - Extreme jump? Killed me quite heavily. You're using literally the same spacing in a previous pattern (specifically in 03:00:325 (5,1) - ) so this can definitely catch players off-guard. Not to mention, that this kind of motion is ruining the emphasis in the Finish placed in 03:01:658 (1) - .
- 03:06:992 (1,2,3,4,5,6,7,8) - You should really check your hitsounds in this section. Finish on (4,6) feel just so randomly placed. I'm going to give you a suggestion on what would sound better, you're free to follow that:
(1) Whistle + Finish
(2) Nothing
(3) Clap
(4) Whistle
(5) Clap
(6) Whistle
(7) Clap
(8) Nothing - 03:17:741 (2,5) - Any reason for their existence? I don't hear anything to place triplets.
- 03:21:325 (4,1,2,3) - This will throw people off, calling it right now. In order to keep your consistency with some of the previous patterns, would you consider moving 03:21:825 (2) - to 03:21:325 (4) - 's head?
- 03:38:991 (1,2,3,4,5) - Oh, no... not a difficulty spike, please. Lower the spacing from this pattern.
Please, once again, check your hitsounds. Especially those Finish.
I feel like with some work, it could definitely use a lot more of work in terms of flow and playability though, and even some aesthetics.
This was pretty hard to mod, since your mapping style (especially flow choice) is really different from my own.