[General]
I would welcome if everyone also checked their hitsounds, some, which I already mentioned were off quite a lot, but there are still potential places to improvment, I like the pick of hitsounds, but the placement can be a little bit more polished.
I am not planning to push this forward YET, I will see how the map changes after this mod, eventually after some time, but don't worry, I'll be checking it out, no need to call me. I'll do my bussiness once and if I feel it's ready and obviously, I'll be trying to help if I see it's having the correct direction. In overall, it's a good map that shouldn't be thrown away. Good job.
- I guess the video quality could be better, it's really pixelated all over, while you still have a lot of space you could potentially use. You may want to try this one. I am not forcing anything, just, why not using something that'll look better.
- Is there any meaning of tvsize tag, if it consists of two previous tags, therefore doing nothing?
- 00:09:658 (1) - I would end this slider on 00:10:158 - or 00:10:658 - as these spots are the main sounds in such a drum pattern and ending it on a minor one doesn't sound that well. It's a blue tick, but still, you can use the first option. I'd say the second option is better, even though the time between next object is little lower, should be fairy playable though.
- 00:21:825 (1,2) - The gap between these two objects is too high. I think you probably wanted some little pause, but if you mapped 00:27:158 (1,2) - like this, there's essentially no reason to keep the first one completely unmapped.
- 01:09:825 (1,3) - That's a little, just personal opinion, but I don't really like shapes of these sliders with three points in center. They look like having some weird bump in the middle, maybe it could work better if replaced with regular wave slider with red anchor rather than three white anchors.
- When it comes to hitsounds, this difficulty had really some poor gaps. I'd welcome if slidertick hitsounds were used, that would fill really big amount of skipped hitsounds and the map could sound really well with them.
- 01:05:825 (4,5) - I don't think the distance should be that different from other objects, most likely a spacing mistake, because I don't see any thing that would indicate the change.
- 00:32:492 (2,1) - The new combo seems to be set improperly. It's musically the same as 00:21:825 (1) - and in addition, the first note starts a new variation, making it more appropriate for a new combo.
- 00:32:492 (2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - I'd say this part is way too much about the vocals. I am not saying mapping vocals is wrong, but you definitely ignore many important sounds, especially kick drums and those parts feel really empty. Such as 00:33:658 - 00:35:158 - 00:36:325 - 00:36:658 - . Mapping them would make a some variety between the calm part and the part with drums, that would be a little bit more unique and fun to play. Also 00:38:158 (2,3) - seems really out of the song. It maps exactly the least significant parts of this part in my opinion and mapping it to those foreground instruments would offer you many good rhythms, which sound much better than this one.
- The map style itself is quite good to be honest, but if you'd limit those vocal-based rhythms, I would probably not have to point out much. At this point, it lacks the emphasis on drums, but is instead on soft instruments such as vocals. If that's how you intended the map to look, then I'm a little bit disappointed, but if you keep the same style and map it a little bit more into important instruments, I'll be more than satisfied.
- 00:23:158 (1) - The new combo doesn't fit that much to me. Sometimes you seem to stick to music, sometimes you seem to stick to vocals, but this only makes logic with a pattern that you put into a map, which doesn't make much sense to me. Moreover, there's essentially no reason to put such a big jump on 00:22:825 (3,1) - . I undestand that you put jumps on places like 00:11:825 (2) - because the clap asks for it, it stands out a lot in the song, so why not making it stand out even in map, but this part sounds very calm, if not almost silent, but it still has a big focus on it.
- 00:25:158 (3,1) - Just the same scenario as above.
- 00:28:158 (2,1) - Same as above.
- 00:33:158 (3,4,5) - 00:35:825 (3,4,5) - These have a problem when it comes to the jump too. What is special in this part are the drums - these just came in, these are what makes the part unique. Jumps on vocal, which was there even before, in the same form makes it inconsistent and doesn't make sense with the song's intensity.
- 00:38:158 (1,2) - This sounds really out of place because you're putting strong sounds in the middle of slider, but soft sounds are right on the parts of slider which you interact with. It plays and fits the music more if 00:38:158 (1) - is mapped as a 1/2 slider, because that way it at least ends on quite significant synth on 00:38:492 - and then 00:38:825 (2) - can be moved on 00:38:658 - to emphasize a little softer synth, but end on 00:39:158 - , which is equivalent for the first synth when it comes to the impact. Then, 00:39:325 - will be ignored, which makes a lot of sense, because you cannot tell any sound that's landing on this timestamp. Obviously, you can say there is "something", but no sound with a peak is present here.
- 00:46:492 (2) - There are many snares in the background which you mapped, however, this seems to be the only one that is not using any kind of a jump, which would be cool, because you did so in other cases such as 00:43:825 (2) - 00:45:158 (6) - 00:47:825 (1) - 00:49:158 (2) - 00:50:492 (6) - 00:53:158 (3) -
- Hitsounds seem to be done a little bit immaturely here. The beginning was cool, but you started to use a lot of kicks when there was literally nothing that would indicate that in the song, such as 00:16:992 - 00:17:492 (2) - 00:24:992 (2) - 00:25:492 (1,2) - 00:29:825 (4) - 00:49:158 (2) - 00:50:492 (6) - 00:51:825 - Be sure to check similar things.
- I want you to look at the kick hitsounds as I already recommended in last point of Irre's difficulty. Many of them don't fit to actual arrangement of the song and sound really loud if it doesn't follow the real sound properly.
- 01:13:325 (3) - I am not quite sure, but since this is the only Normal whistle used in the map and it doesn't sound that great if it's use only once, I must assume that it was placed by a mistake.
- 00:12:325 (6,1) - First of all, I think if you want to place a new combo here, you should do that on the first note as the musical pattern which brings some change or diversity starts on 00:12:325 (6) - . Second thing is that 00:12:325 (6,1) - is identic with 00:12:825 (3) - while 00:13:158 (4) - is completely different from these two. For this reason, I recommend to put the new combo to 00:12:325 (6) - and then make it a 1/2 slider. That will ensure some logic between 00:12:825 (3) - . And in the and, you could transform 00:13:158 (4) - into circles due to having the heavy snare on the beginning and to differenciate it from the previous sliders. I also thing that you should not add a jump on 00:12:658 (2) - , but 00:12:325 (1) - , because currently it's on a hi-hat, which is barely audible, so that makes a little bit less sense.
- 00:17:825 (1,2,3,1,2,3) - I know that you probably wanted to give a player some challenge, but with the amount of stacks you use, this is already overexaggerated pattern. I feel like the attempt is to create a map challenging by decreasing its readability rather than increasing the note density or using more difficult rhythms and patterns, which I am not really a big fan of.
- 00:21:825 (1,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - You could maybe use some sliders in this part, because stacks that look all very similar over and over may be a little bit boring and lazy, but let's assume you want to keep that for whatever reason - Then, I don't understand why 00:32:492 (1,2,1,2,3,4,1,2,1,2,3,4,1) - , which has more things to map and is much stronger, but the previous part requires you to be quicker and more accurate, while here, you jump into a very chilly part of map, instead of the opposite, so it would be more proper according to the song.
- 00:58:825 (1) - This is quite a lot out. These drums start on 00:58:992 - in the song or somewhere around that, we cannot probably tell accurately whether it's this place, because I cannot guess whether it's 1/16, but probably yes, however, it definitely isn't there bofere that timestamp. You should just map the second half of the slider.
- The kiai however is quite cool, there are some random jumps, but not that random so I'd want to point it out as much as these things. Cool otherwise.
I would welcome if everyone also checked their hitsounds, some, which I already mentioned were off quite a lot, but there are still potential places to improvment, I like the pick of hitsounds, but the placement can be a little bit more polished.
I am not planning to push this forward YET, I will see how the map changes after this mod, eventually after some time, but don't worry, I'll be checking it out, no need to call me. I'll do my bussiness once and if I feel it's ready and obviously, I'll be trying to help if I see it's having the correct direction. In overall, it's a good map that shouldn't be thrown away. Good job.