Ascendance to the rescue as usual
Okay done~ Good luck!
[General ]
- Difficulty Spread : Both Overdoses being cs4 is kinda lame. I'd up the 2nd overdose up to CS4.2 (or make the lower overdose CS3.8?), and also lower the AR to 9.6 for a cleaner AR spread? Also why is every diff HP6 holy moly please give the top diff some challenge and make it HP7
- Background Size : Maybe you can find a 1920x1080 one but my god i fucking lvoe anime
- Unsnapped objects : None
- Audio bitrate over 192 kbps : Good
- Metadata Issues : Fine
- Timeline Issues : The hyperchains in the top diff could really be refined. As of right now, some of them create more harm than good
- Combo Colors : Combo Colors 2 and 4 look too similar, I'd suggest a type of brown for one of them.
- Unused Hitsounds : None
- Hitsounds Issues : Monstrata
- Unused Files / Other : My main issue in the lower diffs is some of the antiflow used that makes the difficulties inappropriate. Like, the antiflow itself isn't bad, but sometimes it's so sharp or harsh that it can be really difficult for a new player to deal with. My goal is hopefully to point out a few instances of where it can be made a bit more loose without ruining your intended antiflow.
[ Cup ]
General
- 00:08:074 (1) - x:192 here? Really strong downbeat and vocal emphasis, the note could definitely use some more space.
- 00:18:228 (2) - Are you sure about an antiflow slider that's this sharp? I'd suggest a curve instead, but if you want to keep it, I'd suggest adjusting the angle to make it a bit more lenient.
- 00:28:690 (2) - ctrl+h and move to x:360? I think just a normal movement would be nice here rather than a 4-point back and forth.
- 00:33:612 (6,1) - A bit sharp for the distance you have it at. I'd reduce the distance between the two here to maybe 1.40 or at least create a bit more tilt on 00:33:920 (1) - .
- 00:36:074 (2) - Same as the previous point I made about this pattern
- 00:40:074 (4) - I know why you put this note, but I'd suggest deleting it. Since you have a similar pattern at 00:40:997 (6) - which emphasizes the drum hit, it's kind of odd to have a sudden switch to vocal emphasis instead of the downbeats.
- 00:54:228 (1,2) - Some slight tilt here would be nice for enhancing directional flow, maybe something like this?
- 01:08:074 (2) - Another pretty strong antiflow, maybe tilt it a bit?
- 01:17:305 (4) - Fully horizontal? You know how I feel about vertical repeat sliders ;c Less intuitive to play!
- 01:20:997 (2) - Strong guitar, x:160?
- 01:27:151 (5,1) - The entry point of this "stream" is honestly pretty harsh. The distance is high and the angle of approach has little leniency for a new player who would probably react quite late. Although it looks weird, I feel something like this not only gives an appropriate amount of leniency for a new player, but also creates more spacing emphasis on the last 3, most important notes.
[ Salad ]
General
- 00:04:074 (4,1) - Pretty hard dash antiflow this early into the difficulty, whereas in the cup it has no more significant emphasis than the other notes. I'd just make the directions of 00:04:074 (4,1,2) - reversed (ctrl+g them individually), and then adjust 00:05:305 (3) - 's position afterwards.
- 00:05:920 (4,1) - Aaaa I'd lower the distance here by bringing 00:05:920 (4,1) - to x:184. This keeps the dash but makes the distance not as intense.
- 00:18:228 (5) - How does something like this look? Removes the sharp movement into the antiflow and instead creates a bit of a safety net for catcher repositioning. You can probably do that for similar cases of this.
- 00:19:151 (1) - plz ctrl+g, there's no real reason for this to be antiflow
- 00:21:920 (5) - can you make the droplet formation less aids here? A simpler curve would be nice so the big droplet doesn't stick out.
- 00:26:536 (1,2) - I'll say it again, I really don't think these small, high distance wiggles, as easy as they are, are suitable for a diff of this level. If you want to keep it, at the very least lower the distance to give ample movement time for it.
- 00:31:459 (5,6) - ??? what is this lol.. Even though the guitar starts on the 2nd note, I'd really suggest making it 2 notes -> dash to 1 instead of 1 -> dash to 2. The current pattern is really awkward and even threw me off guard for a second as to why it was there. Not only that, but the current distance is really high as well, and can easily be misleading coming out of a slow 1/1 pattern chain. I'd highly suggest making this change. This goes for the rest of the map with this pattern as well.
- 00:44:997 (1) - 2 grids to the right and then a leftwards tilt would be really nice here for leniency and a directional safety net. Players usually don't have the catcher control to stop for a full vertical slider at this level.
- 00:54:228 (1) - why me
- 01:17:920 (7) - It's walkable (which is good), but I'd suggest making it a bit less of an edge case for a walk. How about x:384?
- 01:25:613 (1) - a
- 01:26:074 (2) - x:296 and a bit more upwards tilt? that way the catcher isn't forced to move too far left.
- 01:28:382 (1) - It might take a rework of your last pattern there, but I'd recommend a dash to this note in the direction of the stream. For example, something like this.
[ Platter ]
General
- 00:04:843 (2,3) - Wouldn't recommend a 2x back-forth here, it can be kind of tricky (even for me cuz im noob). I'd move 00:05:305 (3) - to x:304. This would probably cause you to have to ctrl+h your map, or you could do something like this.
- 00:06:690 (2,3) - Same goes for here, I really don't recommend this.
- 00:12:690 (1,2,3) - Maybe instead of such a sharp entrance point to the next stream, you could try this?
- 00:14:536 (1,2) - I really don't like this pattern, mainly due to the curve and the sharp nature of the dash backwards into hdash, but I couldn't find a way to fix it in a way that you might like. I think you could probably find something better though.
- 00:20:997 (1,2,3) - Distance is a bit too high here, I find myself moving off of notes too early and missing the tails. Maybe 00:21:305 (2) - to x:176?
- 00:40:382 (5,1) - Antiflow hyperdash in a platter is unrankable unfortunately, I'd suggest just making it a simple C-slider
- 00:44:074 (4,1) - Even worse case of the same rulebreak It also breaks a guideline of hyperdashes near the wall, so this should definitely be fixed.
- 00:55:459 (4) - x:456? Moves the edge away from the wall and gives a fair bit of leniency to the harsh jump. You'll need to adjust the slider in order to keep the hdash though.
- 01:03:151 (2) - x:104 makes it a more full "reverse slider" pattern here
- 01:04:074 (3,1) - Really high distance, try x:264 instead.
- I really dislike the amount of back and forths in this platter and I felt like the amount of, or at the very least, the intensity of, the antiflow could be toned down a bit. However, it is your style so I can't say much.
[ Rain ]
General
- 00:16:074 (3,4) - Why are you using hyperchains in a rain? Even though they're technically allowed, it's really really really not recommended. It's made even worse by the fact you have the hyperchain going into a steep antiflow pattern that can be easily missed in 00:16:382 (1) - . Please rethink it
- 01:19:766 (3,4,1) - sad, really harsh pattern, same as above. If you want to keep the hyperchains, they should at least be lenient enough to be incorporated into a rain's setting. This is an introduction to advanced patterns, we shouldn't be trying to kill people with hyperchain antiflows. Just ctrl+g the reverse slider and move it around.
- Really awesome diff, I just feel like the two antiflow hypers should be fixed/adjusted to properly fit a rain's difficulty.
[ Overdose ]
General
- 00:15:766 (5,6,7,8) - I'd start these jumps as smaller than the other ones to emphasize the build in intensity. Still keep them hyperdashes, but try to lower their distance to make it noticeable that the song is building up.
- 00:22:228 (2) - Pretty far for a normal jump, maybe x:376 here is better?
- 00:39:459 (3,4) - I really don't see a need for an hdash here. There's no noticeable shift in intensity or even a different sound that could be classified as unique. Just make it a normal jump?
- 00:42:228 (2,3) - 3 is really easy to overshoot as it is now. I'd move 00:42:228 (2) - to x:128 and 00:42:997 (3) - to x:272 (if it's not already there, I forgot where I was moving things).
- 01:17:920 (4,5) - Maybe over to 216? It's hard to catch this if you don't hold dash immediately out of the previous pattern.
- Also pretty good difficulty
[ Conflagration ]
General
- 00:05:305 (1,2,3,4) - The single most cancer pattern in this whole mapset and what originally enticed me to mod this. First of all, what the hell is the point of it? It's only aim is to be fucking gay. Not only is it completely different than every other pattern you used here, but it has such a terrible shape that you get fucked regardless of how you approach it. Please for the love of god change this. Something very similar but much much cleaner to play would be something like this. Please do it or I'm gonna put my turtle in the microwave and I don't even own a turtle. I will go out and buy a turtle and execute it if you do not change this pattern.
- 00:10:843 (4) - A perfect curve here looks a bit better with your pattern I think. Just drag the anchor to the middle and make it so the head and tail are on the same X-axis coordinate and it should be much better. The way the shape works now is kind of odd since the tail is so close it forces a flowstop.
- 00:18:997 (7,8,9) - I don't hear 1/8 here? Unsnap or overmap? Either way, I'd suggest just a 1/4 pattern. A hyperchain could work well as well.
- 00:21:459 (6,7) - Original contender for the most cancer pattern but after a tough decision I gave it to 00:05:305 (1,2,3,4) -. Anyways, this slider doesn't really do much except exist, and nothing in the song really calls for something this homosexual. I'd suggest changing the pattern to a reverse-stair style to better fit the guitar shift maybe? Something like this plays really nicely here in my opinion.
- 00:27:920 (4) - x:376 would even out the distance between the previous and following note. Just a small aesthetic thing, plus it makes it harder to overshoot here.
- 00:48:074 (5,6,7,8) - Would you consider changing this to a double slider L-shape instead? I think the stronger right-facing movement would be really nice here with the motion you're intending, rather than the shallow curve.
- 00:50:459 (8,1,2) - Not sure why this is a hyperchain. I'm pretty sure 00:50:536 (1) - should be with 00:50:613 (2,3,4,5,6) - , as they're all part of the same vocal line.
- 00:55:459 (6,7) - Make this a hyper or lower the distance please, it's really high and very very easy to miss.
- 00:58:536 (2) - x:152 to remove overshoot potential?
- 01:02:536 (7) - Over 3 grids and leftward tilt? The fully vertical slider makes it kind of odd since you have to wait to move the catcher a split second longer rather than constantly move it in a fast paces section.
Okay done~ Good luck!