[General]
- Do check me on this, but I believe the offset may actually be -25. Check with someone else just to make sure.
- In order for this set to be rankable, you must have a difficulty under 2*. Another thing to note is that the difficulty gap from Novice -> Advanced is rather large, and I'd highly recommend bridging the gap with ~2.6* diff.
- I would suggest increasing HP of Advanced to ~7.5 due to higher note density
- For the OD of GRAVITY, due to the note density and stuff, I'd recommend OD ~8.6 or so. HP is best at ~9 to avoid mash passing.
[NOVICE]00:04:037 (4037|2) - Due to the high bpm of this song, and this being your lowest difficulty, I would probably avoid using 1/2 LNs as they're really quick and difficult to time for a player at this level. Using a single note to represent the short minitrill works just fine.
00:10:787 (10787|1,11012|0,11237|3,11387|3,11687|1) - And other similar notes. Why not use turn these into LNs for the violin, since the violin is a really smooth and long sound, whereas these short notes feel like it should be staccato.
00:11:987 (11987|0) - Also, this LN should end at 00:12:212 and a new one started since you mapped the 3/4 violin at 00:11:012 (11012|0)
00:14:387 (14387|0,14387|1,14612|1,14612|0,14837|1,14837|0) and 00:14:987 (14987|3,14987|2,15212|3,15212|2,15437|2,15437|3) - Due to the irregular rhythm of these jacks, I'd advise against them since at this level, players expect jacks = equally distanced since it's easier to read. Also, the pitches of each note aren't the same which is more of a nitpick thing. My suggestion is to move some of the doubles to different columns so that players will see them and think irregular timing, so something like this
00:18:887 (18887|0) - Make this an LN to represent the 1/8 drum at 00:19:037 like you did using the LNs at 00:18:137 (18137|1,18587|2)
00:20:087 - Consider adding another LN here to represent the piano gliss and end at 00:20:387
00:20:387 - Since you need to reduce this diff to <2*, removing the notes on the white ticks here would be a good way to go about doing it since only the red ticks are more accented, like 00:21:737 - 00:22:037 - 00:22:337 - 00:22:637 - as they audibly descend in pitch.
00:25:037 - I would also consider adding another note here in {3} for the crash/kick sound like at 00:25:187 (25187|1,25187|0)
00:27:437 - From here, rather than use 1/2 notes which fit in too well for this section to be for this 1/4 drum roll, you could use an LN to represent it and end at 00:28:637
00:37:937 (37937|2) - This note sounds really short, so I think short note might be better, but the violin is also on this but using 1/2. I guess whatever works best for you.
00:57:137 - 00:58:337 - 00:59:537 - Why not use 1/1 LNs like you did at 00:18:137 (18137|1,18587|2) for the 1/8 drum bursts here?
01:05:387 (65387|2) - The synth only really kicks in at 01:05:687 since at 01:05:387 , the notes are mainly more separated and different.
01:13:187 (73187|2,73487|3,73487|0) - Control J this so that the double note is on 01:13:187 where there's a crash.
01:11:387 (71387|0,71387|1,71687|2,71687|3) - Seeing as you used a double for the crash sound at 01:11:087 (71087|3,71087|2) , I would recommend making these notes into single notes as they're only kicks, and kicks normally have a lower amount of notes in a chord than crashes do. In order to keep the difficulty up in this section since it's a kiai, you could add 1/2 notes at places like 01:11:837 - 01:12:437 - 01:13:037 - where the piano or synth play.
01:32:387 - Add another note here since this is the beginning to a new section and there's a crash of sorts here too.
[Advanced]00:01:787 - 00:02:987 - 00:04:787 - and etc. I feel like these places should be where the notes are doubles since the current doubles like 00:05:237 (5237|1,5237|2) are in places where the bell sound is a single note and not a chord.
00:13:412 (13412|0,13412|1,13637|1,13637|2,13787|3,13787|1,14012|2,14012|0) - I think LNs would fit better here since the violin is still the same intensity as before, yet they're chorded with the same number of notes as 00:14:387 (14387|3,14387|2) which is much more heavily accented.
00:25:487 (25487|3,25637|2,25787|3) - I'd consider moving this one column to the left so it's spread more evenly on both hands. If accepted, you could move 00:25:337 (25337|2) to 4 instead and switch 00:25:937 (25937|0,26087|3) columns around since the first note is higher pitched than the second.
00:26:537 (26537|3,26537|0,26837|0,26837|2) - Rather than use only short notes, you could turn one note in each of these chords to a 1/2 LN or something.
00:27:662 (27662|1) - Remove this, this is a ghost note since the burst pauses for a second there.
00:37:937 (37937|3,37937|0) - I think it'd be better to switch the notes around, as in these two notes are short notes, but 00:38:237 (38237|1,38237|2) are LNs and end at 00:38:537
00:46:187 (46187|0,46287|3,46387|0,46487|3,46587|0,46687|3) - Play wise, this trill is fine, but the music doesn't have alternating notes to really justify it. My suggestion would be to arrange the notes more like this since the pitch is constantly shifting
00:53:987 - 00:55:187 - Adding another note here to make a double for the crash is probably fine since the rhythm here is 1/3 and they're spread pretty far apart.
01:20:387 (80387|2,80537|3) - Consider making these 1/2 Lns for the guitar like the LNs at 01:20:087 (80087|0,80237|1)
01:29:987 (89987|2) - I would highly suggest swapping this out to a different column due to the shield at 01:32:487 (92487|2) , and the 01:30:662 (90662|0,90887|1,91112|0,91337|1,91562|0,91787|1,92012|0,92237|1) trill with the strange rhythm. For the trill, I'd try to move some of the notes to the other hand.
01:52:187 (112187|1,112187|0,112187|2,112187|3) - For these 4 LNs, you could try doing something a little fancier with the ends like this
http://puu.sh/qR8uj.jpg[Gravity]So first thing I have to say is that I apologize in advance if I say anything to hurt your feelings. I'm only aiming to improve the map, but suggestions are only suggestions and you can reject with a good enough reason. Anyways, that being said, I'ma start, not with an actual mod but more like comments.
- This difficulty is a little overmapped imo. I say that because of notes like 01:12:924 (72924|1,72962|2,72999|3,73074|1,73149|3) which are mapped to nothing; the only sound they have is the background synth, but that's just a straight LN, which means all those 1/8 notes are unnecessary.
[*]There's also this 01:17:787 (77787|2,77787|0) which should really just be a single note due to the lack of kick here.
[*]01:19:337 (79337|2,79337|3,79374|1,79374|0,79412|3,79412|2,79449|1,79449|0,79487|2,79487|3) - Jumptrills for 1/8 is honestly something that's never seen due to how difficult it is to hit and execute. The reason why single notes are used is because there's a lower note density and it's spread out over four fingers instead of two, allowing more time to hit the next note.
[*]01:22:412 (82412|2,82562|2,82712|2,82862|2,83012|2,83162|2,83312|2,83462|2) - This isn't overmapping, but this anchor needs to go. It's way too uncomfortable to repeatedly jack 3 over and over again for 5 beats. Rearrange some notes to move these into different columns. anchors of 2 - 3 notes are manageable, but try not to go above 4 consecutive anchors in one stream.
[*]01:24:437 (84437|2,84437|0,84437|3,84587|3,84587|1,84587|2,84737|1,84737|0,84737|3) - You also have these triple 1/2 bursts that aren't justified in the music by a crash or snare of some sort. It's just guitar there, so the layering should be reduced to at least a double only for the guitar and kick. Also, try to remain consistent in how you map sounds. If you use 2 notes for a kick, use 2 notes for all the kicks within a certain section for example.
[*]01:25:187 (85187|2,85187|3) - Crashes like this also tend to get ignored when you layer instruments inconsistently. Most of the time, people will use the highest chord they have in their map for crashes since they signify the beginning and end of a section.
I could look through more of the map, but I'm too lazy, and that's just the main stuff I noticed around the end of the map.