[General]
- Your hitsounds are pretty much inaudible at 30% to 5% volume, so Ima go ahead and call them unrankable (dun dun dun dun). Anyways, what that means if raise your hitsound volume.
- Also, your drum-hitnormal and drum-hitwhistle sound awfully close to each other in sound. I'd highly recommend using a softer hihat type sound for the hitnormal, like so https://puu.sh/vkJKd.wav
- Double hitsounds are everywhereeeeeee, dear god, kill me. You have stuff in the 4K diff like 00:13:658 (13658|3,13658|1) - or 00:14:164 (14164|1,14164|2) - or 00:15:007 (15007|3,15007|2) - or 00:15:850 (15850|3,15850|2) - or 00:16:355 (16355|2,16355|1) - , and so on like that. Volume samples are additive, so that means that these samples play at 40% while the clap only plays at 20%, so volume inconsistencies all around! Legit though, I'm not going to consider iconing this map until those hitsounds are fixed.
[4K]
00:29:501 - Might consider extending one of the LNs from 00:29:838 (29838|1,29838|3,29838|2,29838|0) - to here instead to represent that synth that leads into the kick, like so
https://osu.ppy.sh/ss/782987200:34:894 - Similar to the above, like so
https://osu.ppy.sh/ss/7829879 (you could even start it at 00:35:063 - on the 1/2 before since that's where the height of the sound comes in)
00:38:181 (38181|2) - meh, might try starting this at 00:38:265 - on an even downbeat with the vocal so that it's a bit easier to predict the LN and when it comes.
00:46:102 (46102|0,46187|1) - Control J here to avoid the shield with 00:45:344 (45344|0,46102|0) - since I notice you tend to avoid stuff like that unless you're confined by LNs
00:47:366 (47366|1,47451|3,47535|1) - I don't really see a reason to disconnect the notes here. The music pretty much stays the same, and the structure of the section so far has been really connected with the rolls and stuff. I'd try this instead so that the direction of the bursts is mostly the same and doesnt have a random minitrill in the center to break flow
https://osu.ppy.sh/ss/783005600:52:928 (52928|2,53012|0) - Might be easier to just trill these leading into the hand to better connect the notes like so
https://osu.ppy.sh/ss/783008401:00:850 - Imo, you could try a nice jump SV here leading into the LN at 01:01:018 - and then start the slowjam or something. So the values would be kind of like this
- 01:00:850 - 0.5x
- 01:00:976 - 2.5x
01:01:018 - Now if you wanted the LNs here to have a bit of a jumpier SV type thing to avoid the slowjam (personal bias, I hate slowjams with all my heart),
you could, again, try something similar to the listed above
- 01:01:018 - 0.6x
- 01:01:439 - 3x
- 01:01:524 - 0.6x
- 01:01:776 - 2.2x
- 01:01:861 - 0.6x
- 01:02:114 - 2.2x
- 01:02:198 - 1x
01:08:771 (68771|1) - Consider moving to 3 to avoid an unnecessary 3 note stack (the pitch repeats twice at 01:08:434 (68434|1,68602|1) - instead of 3 times so 3 notes for a stack doesn't accurately reflect the music)
01:22:886 (82886|2,82928|1,82928|3,82970|0,83012|2,83055|3,83097|1,83139|0,83181|2,83223|3) - Using an antiroll on 1/8 is like asking to get shot cause the direction literally goes against how you would naturally roll your fingers from pinky to index. Instead, I'd flip the patterning to go from outside in like so
https://osu.ppy.sh/ss/783016201:24:951 - Change this SV to 0.2x if you want to average the sequence to 1x. If you don't, it looks like ass to read because of the fact that the player is essentially reading a two beat long slowjam
01:31:861 (91861|3,91882|2,91903|1,91924|0,91945|3,91966|2,91987|1,92008|0) - Pretty sure this is only 1/8 and not 1/16, so it should look more like this
https://osu.ppy.sh/ss/783017401:32:198 (92198|2,92198|3,92219|1,92240|0,92261|2,92282|3,92303|1,92324|0,92345|2,92366|3) - same as above, this is 1/8, not 1/16, so I might try to change the burst to be a bit more linear like so
https://osu.ppy.sh/ss/783023701:39:445 (99445|1) - Might move this to 3 to make the strain a bit more balanced since you currently have two 1/2 stacks on the left hand, and moving the note would put the 1/2 stack on both left and right hands.
01:42:647 - Same stuff I mentioned above about it being 1/8
01:47:198 (107198|3) - Eh, feels a bit hard to put a 1/2 stack right after a 1/4 shield, so I'd try an arrangement more like this to bring the weight off the right hand
https://osu.ppy.sh/ss/783025402:08:181 (128181|1,128223|0,128265|1) - Lmao, no. 1/8 one handed minitrills just make everyone want to curl into a ball and die. I'd remove the note in 02:08:265 (128265|1) - and just settle with using a jump to end off the burst instead to avoid any unnecessary pain for the player.
02:12:479 - Imo, could add an LN here in 2 and end at 02:13:658 - to represent the reverse cymbal. Assuming you do that, I would move the 0.6x SV there too.
02:13:490 - Following from the above, if you do that, you can add a 3.4x SV here to normalize the SV sequence to 1x and also provide a nice jump or whatever in the chart.
03:04:894 (184894|1) - Would consider extending this to begin at 03:04:810 - since there's a faint 1/4 roll here.
03:15:681 (195681|3,195681|2) - Honestly not seeing the point of this being a jump. This section tends to favor speed more than emphasis, so I think that using only singles here is a better idea to represent that same kind of speed vs. emphasis idea going on in the song
03:17:366 (197366|2,197366|3,197872|1,197872|0,198041|2,198041|1,198209|2,198209|3) - Same for these notes ^
03:17:619 - This whole sequence averages to 1.15x, which means you're making the player read at a higher scroll than what they're used to, so rip acc.
If you wanna normalize it, the 0.85x would need to be changed into 0.55x instead. Additionally, I wanna ask why you start the SV sequence on the 1/4 before the actual double LNs, and not at 03:17:703 - instead on the downbeat where the sequence would be easier to predict.
03:17:703 (197703|3,197703|0,197872|1,197872|0,198041|1,198041|2,198209|3,198209|2) - Concerning 1/8 releases, mehhhh, I would probably just reduce it to 1/4 instead cause 1/8 is a bit hard to time and rehit properly.
03:21:074 (201074|0,201074|1,201748|1,201748|0,202423|2,202423|0,202760|1,202760|0) - Still don't think these should be jumps since they're only synths
03:23:434 (203434|0,203434|3) - same stuff I said about 1/8 releases. You're really not giving the player much time to release and rehold for the next LN here, which is why using 1/4 would be a better idea since it gives a little more recovery time
03:32:029 (212029|1,212198|1,212366|1,212535|1) - Nice stack. I'd try to avoid the direction turn which is kind of the cause of it, like so
https://osu.ppy.sh/ss/783037103:54:108 (234108|0) - Eh, I'd consider just ending this off at 03:54:445 - to make room for the note at 03:54:529 (234529|3) - so you can avoid the 1/4 minijack because it really does come out of nowhere since the song so far hasn't used minijacks like this at all. Would look something like this
https://osu.ppy.sh/ss/783040104:09:614 - Similar to what I mentioned a while ago, using a bump SV like 0.5x and 2.5x would be cool for the LN, and it also averages the first part of the sequence to 1x.
04:38:602 (278602|1,278771|1,278939|1,279108|1) - Leans a bit too heavily on the left hand, so I'd try to reduce the stack like so
https://osu.ppy.sh/ss/783041504:42:142 - antirolls aaaa
https://osu.ppy.sh/ss/783041904:51:411 - 1/8 because 1/16 makes it dumpyyyy
05:02:198 - ^ and so on. Anyways, I'ma stop pointing this out now cause I think you get the point
05:32:619 (332619|3,332619|2) - Don't think this chime kind of sound deserves a jump imo. As I mentioned above a few lines, the jack kind of comes out of nowhere since you haven't really introduced any kind of minijack usage before in the music. Rather, to represent the sound being different, I would isolatre the note like so
https://osu.ppy.sh/ss/783044405:38:012 (338012|1,338012|0) - Same as above. Rather than use a jump, I'd just isolate the note from the others instead (so like use a mini trill and then put a column of space between the chime and the regular sounds).
and so on with the rest of the minijacks.