[burst]
rename this to "Burst" for better aesthetics for song select. The title "burst" reeks "Not Submitted." Yes, I am telling you to be more posh with your title.
00:00:433 (1) - - this sliderend deserves a silence, maybe not 5% but some sort of silence, yes. I would also consider ending the slider 00:01:467 - here as there is a small percussion beat there.
00:16:984 (1,2,3,4,5,6) - lower the after-hit hitsounds because the rhythm is rather difficult and it is hard to click the rhythm perfectly when you can't hear the song due to hitsounding.
00:18:277 (6) - doesnt seem like there is any brrrrrrrrrrrr here.
00:38:019 (3) - I am already going rather lenient in the entire section, how differently you've mapped the beeps. Never have you mapped the second beep on a hitcircle. It is really confusing. Make the second beep start on a slider
00:38:364 (1) - there is something fun goin on in the song u could work on this mayb
00:46:639 (2) - same sound happening as 00:45:950 (1) - not sure why you lower the possible difficulty by smashing a hitcircle when you could have a slider and a 1/4 jump to another slider somewhere around here. Even if no jump, it plays 10 times more schlick anyway. Just make it a slider. This you made a slider too 00:49:398 (2) -
00:53:191 (2,5,3) - beeps and non-beeps could be somehow differentiated from each other, would be cool, I couldn't feel any response to different sounds in the mop.
00:58:019 (4) - a problem of lack of response rises again. I would recommend breaking the circular flow here because everything is vastly different from the rest of the sounds habbening.
01:02:846 (3) - nc here instead of 01:02:501 (1) -
01:04:743 (3) - beep being on the sliderend is rather confusing
01:09:398 - it is hard to tag the specific part I'm talking about, but this is repeating over and over again. It is not even about the circular flow remaining the same, but rather slider positions being the same and also the same complect of jumps being the same twice (you could say three times, though one of those times the jumps are smaller). Do something different, don't leave this being the same for like three measures. Remap! Leave one of the reoccuring patterns, remap everything else!
02:01:812 (1,2,3,4) - so uncalled for. I understand what ur going for here, but it is completely unneccessary. I'd rather put hitcircles.
02:12:846 (1) - I think to be rankable, all clickable objects have to be hitsounded and not silenced. You should really put hitsounds on hitcircles and sliderstarts.
02:44:312 (3,2) - mayb exchange this for slow two-tick sliders? These are really hard to acc
03:31:122 (8,9,10,1) - idk why you stopped mapping these weird sounds differently from this part
03:33:708 (8,9,10,1,2) - six kicksliders for the two different sound patterns, out of which one wasn't mapped this way before. Plays weird, feels too continuous jumping like this tbh. Same in some more places, won't mention em all.
Everything I've said goes for the rest of the map too.
Also, make sure to check whether HDHR can pass the ending if many 100s on hitcircles cuz its really hard to acc.
rename this to "Burst" for better aesthetics for song select. The title "burst" reeks "Not Submitted." Yes, I am telling you to be more posh with your title.
00:00:433 (1) - - this sliderend deserves a silence, maybe not 5% but some sort of silence, yes. I would also consider ending the slider 00:01:467 - here as there is a small percussion beat there.
00:16:984 (1,2,3,4,5,6) - lower the after-hit hitsounds because the rhythm is rather difficult and it is hard to click the rhythm perfectly when you can't hear the song due to hitsounding.
00:18:277 (6) - doesnt seem like there is any brrrrrrrrrrrr here.
00:38:019 (3) - I am already going rather lenient in the entire section, how differently you've mapped the beeps. Never have you mapped the second beep on a hitcircle. It is really confusing. Make the second beep start on a slider
00:38:364 (1) - there is something fun goin on in the song u could work on this mayb
00:46:639 (2) - same sound happening as 00:45:950 (1) - not sure why you lower the possible difficulty by smashing a hitcircle when you could have a slider and a 1/4 jump to another slider somewhere around here. Even if no jump, it plays 10 times more schlick anyway. Just make it a slider. This you made a slider too 00:49:398 (2) -
00:53:191 (2,5,3) - beeps and non-beeps could be somehow differentiated from each other, would be cool, I couldn't feel any response to different sounds in the mop.
00:58:019 (4) - a problem of lack of response rises again. I would recommend breaking the circular flow here because everything is vastly different from the rest of the sounds habbening.
01:02:846 (3) - nc here instead of 01:02:501 (1) -
01:04:743 (3) - beep being on the sliderend is rather confusing
01:09:398 - it is hard to tag the specific part I'm talking about, but this is repeating over and over again. It is not even about the circular flow remaining the same, but rather slider positions being the same and also the same complect of jumps being the same twice (you could say three times, though one of those times the jumps are smaller). Do something different, don't leave this being the same for like three measures. Remap! Leave one of the reoccuring patterns, remap everything else!
02:01:812 (1,2,3,4) - so uncalled for. I understand what ur going for here, but it is completely unneccessary. I'd rather put hitcircles.
02:12:846 (1) - I think to be rankable, all clickable objects have to be hitsounded and not silenced. You should really put hitsounds on hitcircles and sliderstarts.
02:44:312 (3,2) - mayb exchange this for slow two-tick sliders? These are really hard to acc
03:31:122 (8,9,10,1) - idk why you stopped mapping these weird sounds differently from this part
03:33:708 (8,9,10,1,2) - six kicksliders for the two different sound patterns, out of which one wasn't mapped this way before. Plays weird, feels too continuous jumping like this tbh. Same in some more places, won't mention em all.
Everything I've said goes for the rest of the map too.
Also, make sure to check whether HDHR can pass the ending if many 100s on hitcircles cuz its really hard to acc.