xzxzxzxz
when you get a new mod, be sure to reply to the post saying what you did and didn't change (and any reasoning for why you decide not to change soemthing). this way, modders can get feedback on what they say and improve their mapping
an example of a mod reply is something like
this, which you've probably seen on lots of other map threads
letting mods pile up like this also makes it look like you aren't even applying anything, which is kinda lol
hard
so with rhythms, you'll want the map to allow clicking on individual sounds. clicking when there's no actual beat is a thing to avoid when constructing rhythm
00:14:000 (4) - some examples of objects being clicked on nothing. there's beats/sounds on 00:13:800 - and 00:14:200 - , but not 00:14:000 - . because of this, arranging rhythm where you click on those places works best, like
zzzz. including sliderends where there's very weak/nonexistent sounds is often acceptable since you're not actually clicking on them
00:16:600 (2) - this is the same sorta thing. using that logic, you should be able to come up with a more acceptable rhythm
00:32:200 (1,2,3,4,5,6,7,8,9) - you should know by now what the issue with this could be. clicking on nothing constantly isn't really valid
00:23:200 (2) - similar to the previous things -- this time think more about which sounds are more important than others. 2 does start on a sound, but the sound on its reverse is much more powerful, meaning something like
xzxz would be more fitting
00:34:800 (3,4) - mapping with reverses when there's no actual 1/4 sounds in the song would be considered inappropriate as well. there's times where such things work, but when the song is clearly focusing on 1/2 like this, it won't be
hitsounds are also something you might not fully get yet. you're placing finishes correctly and emphasizing some other sounds as well with other hitsounds, but you're still missing out on a lot of opportunities for other hitsound usage.
most of the time, mappers use claps to represent snare drums in the song (just as you represent cymbal crashes with the finish hitsound).
00:34:800 (3,4) - for example, these are used in the way most mappers would, since the song has a snare drum on the sliderheads of both 3 and 4
the same sounds can be heard on 00:28:400 (3) - 00:31:600 (2) - 00:33:200 (6) - and pretty much everywhere else throughout the song. using similar hitsounds to represent similar noises whereever they repeat in the song is like the basics of consistent hitsounds
these concepts affect all difficulties so uh i'd rather not say anything else super specific lol
normal
high sv/spacing can work for a normal difficulty, but when you're not all that good with controlling clean placements yet, it'll be easier to use conventional lower sv (around 1-1.2) and spacing that allows 1/2 gaps to overlap.
with the current high settings, you've got loads of unintuitive placements, like
00:04:600 (4,5,6) - object crowding
00:08:800 (4,5) - 00:12:400 (6,1,2) - ambiguous head vs tail (ideally head of slider will be closer to previous object than tailon lower difficulties)
00:26:000 (1,2,3,4,1,2) - 00:05:800 (6,1,2,3) - and general large spacing makes it harder to visually see what 1/1 spacing is vs 3/2 spacing (which wouldn't be a problem with more object density or smaller spacing)
gl!!