this is a long mod but i dont want that to discourage you! let it inspire you to improve the map, be confident that you can rank it
i'm going to second what kashima said about an increased SV being more suitable for this map, given its map-style and difficulty. ~1.8 would be better for the map, even higher maybe. (i don't mean with green ticks, i mean in the timing panel itself)
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to start my mod off i wanna just point out a few general things that were persistent in the entire map that need work
* too many straight line sliders. especially ones at around a ~45 degree angle can really kill flow as its an awkward wrist movement on both mouse and tablet. if you like the aesthetic of straight line sliders, consider adding a redpoint in the middle so it breaks up the movement a little bit, straight lines can kill flow
* inconsistent spacing. an example is this: 00:11:390 (7,8,9,10) versus 00:16:579 (7,8,9,10) . why does the first one have a 2.6x jump but not the second? and then 00:16:579 (7,8,9,10) why use 2.5x here when you've established 2.6x as a jump spacing previously? making things like this consistent (limiting separate parts of the map to ~2 or 3 jump spacings, for example, only using 1.6x, 2.0x, and 2.6x, will make your map more visually pleasing and easy to understand)
* 00:31:498 (1) - random jump spacings, just use 2.2x, or separate more (like 2.6x) so that it is easier to read that it is a new spacing. also seen in: 00:32:795 (1) , 00:36:687 (1) , 00:37:985 (1) , 00:34:092 (1)
* small improvements can be made to the flow in very many places! 00:46:093 (2,3) - this is a good example. the slight curve from the 2 slider influences a leftward direction, but the kickslider is placed quite vertically. by moving the kickslider left you are improving the flow and giving the sliders more harmony.
* 00:55:498 (4,5,6,7,1) - increasing jump spacing is fine but i think it works better to do two of the same spacings twice. so instead of 2.7, 2.8, 2.9, 3.0, 3.1 maybe use something like 2.6, 2.6, 2.8, 2.8, 3.0x. appears elsewhere.
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onto specifics
00:07:498 (3,4) - i dont think it is necessary to use these sliders instead of the jumps like in the following combos. the two sliders before it already set the rhythm
00:08:795 (3,4,5,6) - i urge you to consider changing this, especially since the triples ( 00:09:444 (1,2,3) ) are very similarly spaced, it is visually confusing. stacking them perfectly or separating them with something like 0.8x would be much better.
00:12:039 (1) - angle this slider up, or away from 00:12:363 (2) this object. it separates the two objects and makes the flow easier to understand.
00:17:228 (1,2) - angling these sliders upwards as well improves the flow, since it doesnt force an awkward cursor-stopping movement from the last jump
00:26:958 (7,8,9,10) - space the final jump something like ~3.0x? it would emphasize it a bit more and make the pause more dramatic.
00:27:444 (10,1) - insert break. that way hp isnt draining and its more dramatic
00:28:904 (1) - higher SV multiplier. because it is so slow, it reads like a kickslider, especially since the spacing to 00:29:228 (1) is low as well.
00:32:795 (1,2) - this small jump is fairly awkward. i think a stack would play better
00:34:093 (1,2) - ^
00:34:741 (1,2,3,4,1) - really strange jump spacings. why not 2.6x into and out of this combo and then 2.4x for each jump within it?
00:35:066 (3,4,1) - awkward flow. 00:35:228 (4,1) - this jump is high energy and makes you move very quickly to the left of the screen but slow down a lot because of the slider. if the slider changed direction it wouldnt be as awkward since it would be two movements instead of one.
00:37:985 (1,2) - same as above
00:39:282 (1,2) - ^
00:39:768 (5,6) - angle 6 in a new direction to emphasize the change in flow. i think NC would make sense here as well to make consistent with: 00:34:741 (1,2,3,4)
00:40:093 (7,8) - *very* anti-flow. these may play like jumps but a kickslider's direction still influence aim and flow. ctrl+g would improve (and then re-distance snapping) or maybe just copy and paste 00:39:931 (6,7) but shift slightly (and re-distance snapping)
00:40:579 (1) - i think ctrl+g and re-distance snapping would improve flow a lot here (unless you change the kicksliders before this) because the flow from 00:40:255 (8,9) - is counterclockwise, but the slider is clockwise.
00:43:985 (3) - 1.5x here but 00:41:552 (5) - 1.3x here? use one or the other, otherwise things get messy
00:48:363 (1) - ~3.2x here but 00:50:958 (1) - ~3.0x here? same suggestion as above ( 00:53:552 (1) too )
00:56:795 (2,3,4) - finding a way to stack this on the end of 00:56:147 (1) as an anti jump plays much better i think. same thing appears elsewhere, but somewhat of a personal suggestion, not a necessity.
01:02:633 (7) -
http://i.imgur.com/e4Amhu0.jpg something like this looks much better imo. appears elsewhere (made a comment about it in the intro of the song)
01:06:525 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,1,2,3,4,5,1,2,1,2,1,2,3) -
veryinconsistent NC
01:07:660 (1,2,3,4) - this is the kind of place where the straight sliders hurt flow.
01:10:255 (1,2,3,4) - ^
01:16:904 (14,1) - moving 1 so the jump is more vertical greatly improves flow, but you have to change the jumps after as well.
01:17:714 (4,5,6,1) - if you are going to do the sort of old-map small spacing, small angle pattern used in 4,5,6, you should make 01:18:039 (6,1) - a sharper jump to separate the two flows.
01:18:687 (2,3) - poor flow. there is nothing to indicate the flow will be so harsh. compare to 01:19:985 (2,3) - where it works better. the slider's curve influences and implies a flow in that direction and its not as harsh.
01:26:471 (2) - why not take 01:25:985 (1) and rotate 180 degrees? looks much nicer. same as 01:24:687 (1,2) and many other places where the sliders are almost identical but not quite. when they are nearly identical but not it is hard on the eyes.
01:27:282 (1,2,1,2,1,2,1,2,1,2) - i disagree with these jumps; having to move the cursor back down to 1 each time is awkward since its not a large jump, but the energy is high. i think something like this would play better:
https://streamable.com/hhyw and you can be much more creative with the jumps, too.
01:31:012 (2,1,3,1) - more awkward mini jumps during gaps, anti jumps work well here, or bigger spacings.
01:38:309 (3,1) - ^. why not stack? *much* nicer visually.
01:39:606 (4,1) - ^
01:40:255 (1,2,3,4) - this part in the music is building the energy but these sliders are spaced pretty small so it doesn't feel very epic / dramatic.
just want to say that the flow is much better in the chorus in the other parts of the map, its very fun. however, it would be greatly improved if you snapped the distance of things more consistently. this doesnt *have* to mean only 2.4x and 3.0x or whatever, but there are parts that don't feel quite right because it feels like there should be a big jump and there isnt or vice versa.
01:52:255 (5,6) -
extremely awkward and confusing to the player to end a long stream on a blue tick kickslider. it would make much more sense to have the stream end on a red tick kickslider which jumps to 01:52:579 (1)
^ you did this here: 03:23:228 (7) - which was good
02:00:039 (2,3,4,5,6) - matching the curve of this stream to these sliders 01:58:903 (3,6,1) will look nicer, or just separating the two visually by making the stream a straight line.
02:00:687 (1,2) - awkward small jump, explained my reasoning for thinking changing this somehow is better earlier
02:01:011 (2) - NC. as well, i think kiai should end here. that way the part before it is more emphasized.
02:03:606 (1,2) - 02:04:904 (1,2) - as explained earlier
02:05:552 (1,2,3,4,1) - i think making this into a star completes the pattern better (as in moving 1 to top of screen)
02:10:741 (6) - NC to match 02:05:552 (1)
02:12:039 (2) - i dont think you should lower the SV here, i think you should wait until 02:16:579 (1)
02:17:228 (3,4,1) - improvable flow
02:18:525 (5,1,2,3) - in the music the guitar plays this part here that the jumps seem to be mapped to, but the NC starts one note late, and the jump from 5 to 1 goes against it.
02:18:687 (1) - why NC here but not 02:21:282 (4) ?
02:26:633 (5,6) - this is one of the cases i think 5 *should* point towards 6. pointing it away and down makes the flow imply a direction that way, but this is very contradicted by where the jump actually goes (up and to the left)
02:36:687 (1,2) - space more so that the player doesnt misread and think that the stream starts on the blue tick, as that is common in maps.
02:37:498 (1,2,3,4,1,2,1,2,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - inconsistent NC again
02:42:201 (1,2,3) - very low energy compared to the jumps/spacing used elsewhere
02:44:309 (4,1,2) - poor rhythm
02:52:093 (4) - delete tick and re-add, it is shapign the slider as though there was a red tick or another white tick on the slider (common bug)
02:53:390 (3,1) - anti-jumps are good, i think you should do more like this for the map, it works very well with the rhythms. however, you didnt use them *before* this in the map, so i think this doesn't work as is. if you add anti-jumps before this, it will be a theme of the map, but right now it is confusing since it isnt used elsewhere.
02:58:093 (1,2,1,2,1,2,1,2) - considering changing somewhat like my suggestion earlier. again, anti jumps work VERY well for these rhythms.
03:09:120 (4,1) - anti jump improves this. the slight cursor movement is awkward. ( 03:10:417 (4,1) too)
03:11:066 (1,2,3,4) - very odd to use a spacing this low when everywhere else in the map you use something bigger. it almost looks like a spaced stream in the editor. compare to parts like this 02:48:525 (4,5,6) that use the same flow. you should use a similar spacing for consistency.
again, make spacing in the chorus more consistent. it helps the flow, too.
03:21:120 (7,1) - improvable flow.
03:21:444 (1) - slowing down this slider makes it look visually like 03:20:795 (6,7) - which makes the player attempt to play the same rhythm, which is confusing.
03:21:444 (1,2) - very bad rhythm choice. it is very awkward to start a stream on a blue tick that comes after a white tick. it is much better to start the stream on the white tick. starting a stream on a blue tick like this wouldnt be bad if the slider ended on a red tick, but this makes the rhythm very confusing.
03:31:822 (2) - NC?
03:37:660 (5,6) - big no-no. 6 looks almost identical to 5 in length but is a different rhythm. don't change the SV multiplier so dramatically here.
03:40:255 (7,8) - ^
03:45:444 (7,8) - ^
03:41:390 (5,6,1) - improvable flow / placement. i think 6 has a conflicting shape, angle it a different way.
03:44:309 (6,7,1) - ^ but 7 shouldn't be placed so harshly, i think placing it above 6 and then using the jump for the triple right after is better
03:47:390 (1,1,1) - 9.0x is *way* too big. WAY too big, especially for sliders you have to hold. also, rotating each consecutive one by 120 degrees will make them triangularly symmetrical which will look nice.
03:49:985 (1,2,3) - ^ but also, why no NC?
03:56:471 (3,1) - the stream starts on the red tick, i would do the same, or start the stream on the blue tick after the red tick. it makes more sense with the music.
03:57:768 (5,1) - very small jump to start off such an energetic section. this should be way more dramatic.
04:01:660 (11) - NC here makes the next bit much easier to read and play.
04:01:822 (1,2,3,4,5) - improvable rhythm.
04:02:633 (6,1) - start the stream on the white tick, not the blue tick.
04:04:417 (1,1,1) - no reason for NC
04:04:904 (1,2,3,4,5,6,7,8) - improvable flow. either make the angle more harsh or make it continued. right now it sort of continues which makes it a little ugly and awkward to play
04:06:039 (3) - what is this slider
04:07:498 (5) - NC?
04:08:795 (4,5,6) - you completely ignore the guitar rhythm here. you could map it using something like this:
http://i.imgur.com/xcA0DdR.png04:10:093 (4,5,6) - ^
04:11:390 (4,5,6) - ^
04:13:336 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - curving these somehow would make it look and play better i think, since it is difficult to move the cursor in a straight line for high spacing streams especially after big jumps
04:16:579 (3,4,5) - *very* awkward rhythm, consider using something like what i showed above.
04:17:228 (6) - this slider points down which makes the next jump feel wrong. the implied flow is downward but the jump goes upwards.
04:18:687 (1) - this dramatic SV multiplier change makes these small sliders read like kicksliders which is very confusing for the player
04:21:282 (5,1,2) - nearly unreadable. the stream *should* start on the white tick, which it does, but because the stream is placed from the reverse tick of the slider, it seems it will start on a blue tick. the stream should start from the end of the slider. also, starting a kickslider that reverses on a blue tick out of context is confusing, since you dont do it anywhere else and its very spaced.
04:25:660 (1,2,3,4,5,6,7,8,9,10,11,12) - consider changing this stream so that the sharp angles occur on circles 5 and 9 since those are the downbeats of the music. this way its 3 separate movements which sync to the music. currently, its 3 separate ones which occur randomly within these beats.
04:27:120 (6,7) - improvable rhythm
04:28:417 (4) - you almost never see kicksliders that reverse an odd number of times (except once) in difficult maps. this rhythm is very difficult to read. consider making this a stream to end the high energy section dramatically, instead of quietly.
04:38:958 (4,5) - this overlap is confusing since you dont really do it on a end-tick of a slider anywhere else in the map
04:39:768 (1,2) - this stack is confusing since these are kicksliders. it leads the reader to think that this is a 1/4 rhythm instead of 1/2. as well, i think separating 04:39:931 (2) - into two kicksliders or a stream would make this better.
04:40:579 (1,2,1,2,1,2) - consider using my suggestion above
04:42:525 (1,2,3,1,2,1,2) - ^ suggested improvements above
04:44:147 (3,1) - spinner in between?
04:50:633 (1,2,3) - very big jumps for a quiet section. save these for the climax! just need to be toned down a little bit, not majorly.
04:53:228 (1,2,3) - ^
04:54:525 (1) - dramatic SV multiplier change makes this read like a 1/1 slider instead of 1/2.
04:55:498 (7) - separating into two kicksliders makes this rhythm much more pleasant
05:11:065 (1,2,3) - considering that you dont use this anywhere else or before this is very awkward to read and play. the spacing is a little high, as well. lowering it would improve the flow.
05:15:931 (9,10) - explained above.
turn off kiai between 05:24:687 (7) and 05:36:363 (1)
05:46:255 (8,9,10) - doesn't play very well with such a high energy music part
05:51:282 (3,4,5,6,7) - ^ the obtuse angle is awkward to play
again, i don't want this mod to make you discouraged to map! its a fun map, it just has small things which can greatly improve it. good luck