Please send a vote on my queue to improve my modding =w=)y
The following things will be only opinions and suggestions so feel free to ignore them.
I think it's much better if there is a color red combo color because It's the mosrt dominant color in the BG
00:11:091 (3) - Suggesting to be a 1/1 reverse instead of 2/1 slider to emphasize the build-up of the song
00:12:216 (4,2) - Stacking them wouldn't be a problem
00:32:841 (2,3) - Blanket could be improve
01:02:091 (1) - The tail is already offscreen, consider adjusting it or rotate it.
It's a nice diff but you kinda being repititve in placements of objects (ex. 00:15:591 (1,2,3) - I mostly see this most of the time in the map) I hope you could avoid somehow in the future.
00:09:591 (1) - Idk but the shape could be better. I think you're capable of doing a slider art that is more attractive than this. Well it's just my perspective xD
00:12:966 (2) - Ctrl+H?
00:27:591 (3) - Move that middle node to 180|24 for better blanket
00:50:091 (1,2,3,4,5) - This is kinda too much to click for beginners especially with 00:51:216 (4,5) - . You could have remove 00:50:653 (2) - so they can prepare for that rhythm and that note is not really strong enough to be clickable.
00:06:591 (1) - A small jump will be good here.
00:44:091 (1,2,3) - Why did you stop the stacking like 00:41:091 (1,2,3) - . It's kinda odd when you did it in last repetition when the music doesn't differ that much. I don't think of it as a variation but an inconsistency.
00:03:591 (1,2,3,4) - Jumps are spaced a bit too much when the only thing that is strong enough to be spaced widely is 00:04:153 (4) - maybe you could reduce the spacings of 00:03:591 (1,2,3) - , like you did at 00:05:091 (1,2,3,4) -
00:15:591 (1,4) - Stack?
00:19:903 (5) - Could have more space because piano is not that weak
I guess that's all from me. No kd if didn't help. Goodluck!
[General] http://www.konamistyle.jp/item/73096 I assume this is the source of the song, which means you need an space between the original title and ARRANGED thing in title. what, which should be the source touhou or bemani? I think the real source is 東方Project since the original song is from it, bemani is just the game that includes this song. so....... for the tags, https://osu.ppy.sh/s/122416 you can steal some of them from this as the original song is the same. you can ask me later for what are necessary and what aren't. and you can put all game titles from on the SPECIAL column of the link. bg is lovely. you could make it higher quality tho. [Abandoned] 00:15:591 (1) - good to put a finish here since there's a cymbal sound, maybe 00:21:591 (1) - this as well as it the cybal sound has. I guess the reason you didn't put finishes on them was the symbal sounds are a bit weaker than 00:20:841 (1,2) - though the symbals are strong enough to be hitsounded so. 00:24:591 (1,3) - well whistles are kinda questionable to me, I thought you'd have put new one on 00:25:716 (4) - because it's strongest sound for sure. although I would suggest to remove them instead adding one more, as they sound out of place when the music plays only chime sounds here. might better consider somehow custom hitsound to fit better than normal whistles. 00:33:216 (4,1) - adsdf this is touching to hp bar, ouch 00:51:591 (1,2,3,1) - prefer adding some finishes 00:54:591 (1,2,3,1) - same here. btw 00:55:153 (3) - is really hard to read as 80% of the slider body has been hidden by a slider. https://osu.ppy.sh/ss/7274304 something like this one helps players a lot to read it easier and making the pattern itself more simple. a nc is still nice even if you wouldn't like to break your pattern here. 00:57:591 (1) - this stream jump is kinda hard plus there's no wub sound. nerfing the jump a bit would be better in the case. 01:02:091 (1,3) - same as 00:24:591 (1,3) - 01:17:841 (3) - whatever but this slider sharpe can be improved a bit, this currently looks like too fat lol. 01:36:872 - 01:37:059 - I think you could make them hitsounded for better playing wise. the hitsounding you've done here is currently weak against the song nor mapping pattern itself. I'd put normal sampleset at the first blue tick and then soft whistle at second blue tick, but since it's subjective it's up to you. 01:39:684 (1) - volume? xdd [Cellina's Lunatic ft. jotbab] diff name tho I prefer having higher od EDIT:I mean HP DRAIN. 00:05:653 (4) - your current flow between 00:05:466 (3,4,5) - is kinda bad, you had any reason to make the distance between (4) and (5) closer and weird jump? it's okay to map strange jumps sometimes to make your mapping unique, but I'm not fan of this one at least. if that's me I would do another triangle-ish jump here again, which makes the flow and pattern more reasonable. https://osu.ppy.sh/ss/7274338 00:15:216 (2) - the current position feels out of place to me because it forces aiming a bit. I would like you to place it to be stacked on 00:13:903 (5) - or something similar with what you did for 00:14:841 (1,1) - as I don't really understand why this circle should be placed at there. 00:27:028 - I feel something strange against the soft hitsound, idk why; just mention. 01:15:403 (7) - I was expecting a drum-whistle here. some hitsounding suggestions in ABANDONED are nice to apply for this difficulty as well, I mean for the parts made by monthlycare. [Hard] 01:10:341 (3) - move the end point by one grid right, maybe I've not mentioned about blanket for years, and this is my last time. 01:25:341 (1,2,1,2,1) - the ncs are kinda messing up your consistency on newcombos. the song nor mapping didn't make any particular reason for ncs, like no speed changes, no comples rhythms etc. maybe remove the first one:01:26:841 (1) - and third one: 01:26:841 (1) - 01:36:028 (5) - I'd like to change the curve more soft for the flow unless it's intended to be a blanket, you failed it either lol. this currently is not the best condition for both the pattern looking and flows in playing, my result on making it better: https://osu.ppy.sh/ss/7274409 [Normal] 00:25:341 (2) - is this intentionally placed at x1.0? 00:38:278 (1,2) - I'd conbinate the clickable objects into one 1/2 slider here, in my opinion it's nicer to emphasize the strong sounds by a 1/2 slider in normal difficulty. as it still requires moving on a slider, and your aim will stop once at the slider end which you can feel an emphasis by your cursor well. 00:59:091 (1,2) - prefer finishes not drum. 01:11:091 (5) - it looks a hard rhythm around here even though this is a special rhythm in the difficulty, maybe you can consider removing 01:10:903 (4) - this one as it's not REAL important object. so players will get some of free times to read the rhythm slightly. 01:22:903 (4,5) - saem^ [Easy] 00:24:966 (2) - maybe oppose the slider curve for better flow. or just making it straight is also good for the sound not normal. 00:29:091 (1) - avoid overlapping any objects to hp bar, or score bar in easier difficulties(I still like people to avoid it in every difficulties though.) and I'd say the flow currently isn't also best imo, I'd make it a blanket for 00:28:716 (4) - while making the flow between 00:28:716 (4) - and 00:29:091 (1) - better, maybe move the (1) up a bit while following the distance and then everything will be okay here. https://osu.ppy.sh/ss/7274463 the (1) is at x60 y76 in the screenshot. 00:31:716 (4) - put it on the slider end of 00:32:841 (2) - for the flow. the current flow is a bit forced because of the 00:32:091 (1) - slider curve here, https://puu.sh/tV4ux/7ff8cec4e4.png this is how you made the flow, which looks already odd. make sure all flows usually should be smooth in all the way in easier difficulties. 00:33:591 (3,4,1) - this is good example by one you made. 00:51:591 (3) - the reverse point should be missing normal hitsound. 00:59:091 (1,2) - maybe sampleset normal on each sliderheads, or finishes. 01:00:591 (3) - this is off-screen besides sonnyc pointed out one. 01:26:091 (3) - add a whistle on sliderbody as following your hitsounding. 01:35:091 (3) - change the slider curve to make a circular flow from 01:34:716 (2) - there's still flow errors, someone would point it out though. ask me in game if you want me to mention everything.
[abandoned] 00:04:341 (5,6) - the 1/2 slider can turn into a circle and the 1/6 can start at 00:04:528 - for better playability. you usually used to take the 1/6 sliders without connected slider before such as 00:13:528 (4) - hence this might work better in consistency as well. 01:05:841 (3,4,5) - the sounds are quite unclear to hear properly but I'm sure this is 1/6 due to how the another part sounds 00:03:028 - spamming 1/6 sliders too much is not really comfy so can just remove the note on blue tick 01:17:841 (3,4,5) - same goes here 01:39:684 (1) - can silence tbh apply all diffs [hard] 00:58:997 (7) - hitsound fits here especially it's a triplet in this diff 01:31:528 (4) - sadly it must be 1/6 or just cover the sound by a 1/2 slider [normal] 01:36:403 (7) - without this can make the stable 1/1s 01:36:591 (1,2) - stand out more
Revia and I lost the log, so Im just gonna prove what i'd fixed. Sorry for the prank. 01:03:591 (1) - 01:13:341 (2) - Fixed unsnapped silders 01:17:841 (4) - Made this straight 01:38:841 (3) - Adjust the blanket
[Normal] 00:32:091 (1) - Uhh, I think this is a bit offscreen and hard to hit tbh 01:16:341 (3) - same 01:10:341 (3,4) - This placement is a bit questionable.
[Hard] 00:35:091 (1,2,3) - I think as to your previous pattern, this need to be "from outside to inside?" 01:04:341 (3,4) - Should be 3/4+1/2 too 01:05:841 (3,4) - According to vocal these might need to be two 1/2 sliders. Same for the second Kiai section. 01:38:091 (1,2) - Strongly recommend to put them further. They look like 1/4 gap tbh 01:38:841 (1,2) - same
[Collab Lunatic] 00:37:903 (7,1) - Please make them further in between! It looks pretty like a 1/4 jump for now. 00:58:622 (4) - Unsnapped. No 1/4 here.
[Abandoned] 00:14:841 (1,2,1) - This antiflow plays pretty uncomfortable as 00:20:841 (1,2,1) - flows pretty nice