That's not "cool"
As far as I can tell, that's just a random pseudo insult you could avoid (or at least explain why Yuii is being a stupid here).
This goes for Enon too <.<
Mind if I try explaining some things too?
- 00:04:976 (1,2,3,4) - Here you lack what I call "contrast".
Contrast is simply making something stand out more by using an opposite. In this case, you have a lot of 1/2 beats which completely cover up the nice 1/1 rhythm you have on drums.
Here's a suggestion... but leaving 00:05:295 - this empty you create contrast with the other beats, so the player will focus more on those (and this is good since those are far more important beats in the song)
- 00:09:923 (1) - same concept here: 00:10:002 - this beat just makes everything the same, but 00:10:082 - should be emphasized more. Example
- 00:10:721 (1,1) - this spacing is really short. I mention this now because I know what's ahead: you keep changing the spacing for your 1/4 and 1/2 snaps a lot, which then becomes confusing (sometimes you have large 1/4 after sliders, while some other times you have really short 1/2 which are really similar to 1/4). Maybe try this? It's just to make the jump larger and not make it to be confused with a 1/4 snap later on.
- 00:19:657 (1,2,3,1,2,3) - you ignore your own mapping style here, since you were mapping vocals just before (00:11:040 (1,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,5,1) - ) and the way you switch to the background instruments is really random.
You should try to change instruments when your current instrument matches the rhythm of the other instrument.
As it is now 00:19:497 - this one is on vocals and would need a big spacing as you did for 00:15:827 (1,2) - , while from 00:19:657 - you switch to drums.
As you can see, the vocal starts its rhythm on the red tick while the drum starts on the white tick. This inconsistency is what makes this switch so bad imo, so you should still stick to vocals.
- I get the feeling that triplets like 00:22:449 - 00:23:726 - are coming a bit out of nowhere, since again vocals don't really help to follow that, but I guess we can consider it as a minor thing
- Take 00:25:242 (2,3) - for a moment, and compare the visual spacing of this one with 00:24:763 (3,1) - or with 00:23:806 (4,1) - . I'm obviously not asking for a perfect calculation of spacing between objects, but this makes it really awkward: you put more spacing between 1/4 and less spacing between 1/2. That's not cool (and doesn't make that much sense either).
Unfortunately I can't make an example here, since you'd need to move a lot of stuff to keep a good flow, but I hope you get my point
- 00:26:359 (1,2,3,1) - I'm so sad... vocals in this song are like... Merilin Monroe acting in a film, they are really important and beautiful to follow, yet you decide to ignore them.
I mean, this might be personal rhythm choice, but 00:26:997 (3,1) - should have a similar rhythm to 00:26:359 (1,2) - imo, since you hear how the vocals play, right?
- 00:27:635 (3,4,5,6,7) - same could be applied for these I suppose, although it is a bit different
- 00:33:699 (3,4) - this makes up for what I call "song expression".
Idk if we hear the same, but 3 and 4 have really different pitches. In particular 4 has a higher pitch which would make me think that you should put more spacing, like this or something similar, idk. Structure would need some improvements too
- 00:33:699 (3,4,1,2,3,4,5) - btw, for this whole part you seem to ignore the song again, since you switched to drums or whatever instrument that is, while vocals are still strong and carry the main melody.
- 00:38:806 (1) - I honestly have no idea why you used such a slow SV out of nowhere. Isn't this beat identical to 00:38:167 (5,6) - ?
I can understand there is a long vocal, but in that case why not a 1/1 slider?
- 00:43:593 (2,3,1,2,3) - again, you were following vocals until now and you suddenly decide not to anymore. That is a bad way to switch to background instruments, zzz. Just a suggestion, but you can do much more
- 00:54:604 (4,5,1) - again one of those triplets that sort of ruin the flow. Just 2 circles would help keep the energy from the kiai better , trust me
- in kiai time I don't have much I can point out in specific, but I can look more at structure and tell you that you need quite some work on it.
What I mean is "why is each object of your patterns in the place you put them?"
For example, take 01:03:699 (1,2,3,4) - , what is the meaning of this pattern? Does it follow a concept in specific I missed? Do you formed a sort of geometrical figure I can't see?
It's a matter of using similar concepts for all your patterns, and in this case, it seems like you don't have references to other patterns.
If you link me one pattern which is similar to this one we could understand each other better probably.
- 01:06:252 (1,2,3,1,2,3) - same happens here: these triangular jumps seem a bit random to me.
Since both combos are a similar rhythm, shouldn't you use a more similar way to represent them and not just... rotating the whole thing and changing the jumps based on... idk on what?
- 01:11:359 (3,1,1,2) - I mentioned this identical thing before already: 01:11:359 (3,1) - and 01:11:997 (1,2) - should be using a similar pattern due to their similar rhythm in the song
- 01:16:465 (1,2,1,1,2,1) - so many NCs out of nowhere D:
- 01:21:572 (1,2,3,4) - talking about structure again: you could have used a concept you used before and re-worked it for this part, instead you just went ahead and used random jumps, convinced that the player will read them just because it is an Extra :/
That's not how it works, you should give them a meaning and by meaning I mean you should take example from your other patterns and do similar concepts.
Unfortunately I can't give you an example, since there are too many. It's up to you to decide the meaning here.
- 01:23:327 (4,5,6,1) - I testplayed this and it is really awkward: you should use just one circle instead. 01:23:327 (4,5) - 1/1 slider works better
- 01:26:199 (1,2,3,4,5,6) - I can agree that you have a downbeat on 3, but in gameplay I don't see the timeline, I can't tell where the downbeat is exactly. That's why this pattern doesn't look so great, because when I play it I just see a random curve and some random spacing increase.
Your other stream parts where more constant, like 01:20:614 (2,3,4,5,6) - 01:12:635 (1,2,3,4,1,2,3,4,1,2,3,4) - (in this case you used a NC for example, which is cool) 00:58:274 (6,7,8,9,1) - and so on
- I find AR9.5 to be a bit too much of a spike in difficulty considering the map is just 5.4* and that the Insane is AR9.
How about AR9.2/9.3 ? (I'd honestly keep it at 9, but oh well..)
As Yuii- said, I believe this mapset has still room for improvement, above all in the structure's depart.
I could bring up some more examples regarding structure, but in the end it is just a matter of asking yourself "why is this object here" and trying to reply to that. If you can reply to that your structure is probably good, although I believe you wouldn't be able to bring up that many reasons as to why 00:12:476 (1,2,3,4,5) - 00:33:380 (1,2,3,4,1,2,3,4,5) - (and others) are like that.
Good luck and let me know if you need additional details of what I tried explaining.