From your queue. Puush isn't working or w/e so I'll try to explain without images.
Your timing should start at 00:06:127 - or 00:01:204 - so mods like nightcore and visual effects can perform correctly.
no green color? The one girl is blonde and green so it'd add a bit of color variety to the purple colors.
[Easy]
Rhythm is a little shaky and could be pretty difficult at points. Stuff below.
CS 3.2-3.5 would suit this map more. The circles feel a little oversized and it makes your patterns feel a bit clumped up.
Toggle off widescreen support to match the other diffs settings.
Your timing should start at 00:06:127 - or 00:01:204 - so mods like nightcore and visual effects can perform correctly.
no green color? The one girl is blonde and green so it'd add a bit of color variety to the purple colors.
[Easy]
Rhythm is a little shaky and could be pretty difficult at points. Stuff below.
- 00:05:973 (1,2) - honestly this feels a bit lazy imo to put it bluntly. Note that you're starting off with a 3/2 gap here between each note so it may be best to have the spacing easier to guess. For example on (1) Try taking the slider from 00:08:435 (1) - and flipping it H and J, and reposition so it flows into the (2)
- 00:35:358 (2) - I suggest deleting this note. The power from each vocal at 00:33:204 (1) - creates a strong 1/1 rhythm here, and leads nicely into the next measure which is powerful when played along with this.
- 00:37:973 (1,2) - vs 00:42:897 (1,2) - Here you have two different rhythms (clicking wise) and the second one is a lot easier to play. It also hits the strong 00:38:743 - in the first one this way. Consider using the rhythm at 42 for 37!
- 00:44:897 (4) - Just a circle instead? Nothing really worth holding here, and it adds some emphasis to the 00:45:512 (1) - and it's rhythm change.
- 00:52:897 (1,2,3,4,5,1,2,3) - First off. You don't need the 1/2 slider on the last (3). A simple circle is strong enough here and it also doesn't give enough time to prepare for the upcoming spinner. Most new players may not even be able to spin for 300 on this just because of how sudden and short it is. If you're going to use a short slider, make sure there is ample time before starting it.
Secondly. Perhaps you should use 3/2 repeats here. Demanding 3/2 rhythms can be difficult in some sense. Especially in the 00:54:281 (4,5,1,2) - area where you swap from 1/1 to 3/2 using only circles. I'm not saying it doesn't work, but consider how hard it may be for players who are just starting out! - 01:00:127 (3) - Try removing the repeat, and then add a circle at 01:00:897 - to follow the rhythm a bit more. It does work the way you have it, but it doesn't follow the vocals strongly in this sense. The next measure starting at 01:01:358 (1,2,3) - follows it great though!
- 01:07:512 (3) - The tail is a bit forced. I would personally remove the repeat and have a little bit of a gap here. It's a nice break tbh.
- 01:31:666 (2) - Very awkward note to play really. It comes too fast after the previous two 3/2 repeat sliders. Most new players will actually think to wait that 3/2 again here and click late. The sound that does play is hard to hear and not really dominant anyways. Try deleting it, or moving it to 01:31:820 - to the start of the drums. I guess in a way. It's the same as 01:25:973 (1) -
CS 3.2-3.5 would suit this map more. The circles feel a little oversized and it makes your patterns feel a bit clumped up.
- 00:16:281 (2,5) - and similar notes with strong vocals. A lot of these don't offer much feedback in the hitsounds department. It's like I don't even hit them at all to be honest.
- 01:07:512 (4) - The end of this slider doesn't hit anything strong in the sound and is also used to create a fake snare hitsound. I'd suggest removing the repeat and either leaving it blank, or maybe use a slider starting at 01:08:281 - to capture the guitar.
- 01:14:435 (2) - Shouldn't the reverse be a whistle instead? There isn't any snare playing here. Also note that there really isn't any sound playing at 01:14:743 - There is a kick at 01:14:281 - though.
- 01:21:666 (2,3) - In cases like these, I prefer a 3/2 slider to capture the whole held vocal when there's nothing playing at 01:22:127 - that has a strong sound. The guitar here doesn't really count since it's playing the same strum over the whole measure.
- 00:23:204 (1) - jump? Try placing it on 00:25:204 (1) - 's head.
- 00:40:589 (1,2) - swap? the strong kick is at 00:40:743 - while there isn't anything too powerful to play at 00:40:897 -
- 01:14:743 (4) - is a pretty weak note. Deleting it won't be missed, or you could swap with the (3) slider so only the tail end will play it. I personally think it plays pretty awesome deleted.
- 01:22:127 (3) - feels a bit forced to play as well. This section should really just follow the vocals here. Try extended (2) by 1/2 and then delete (3) it gives a nice separation from the vocals playing at 01:21:204 (1,2) - and the drums at 01:22:435 (1,2,3) -
Toggle off widescreen support to match the other diffs settings.
- 00:55:512 (2,2) - Try moving these to 90 137. The issue is that these are constant 1/2 gaps unlike the 00:52:897 (1,2,1,2,1,2) - pattern so having an even DS would play smoother here. You also probably don't want to have too big of a gap which is why the suggestion is at 2.00 DS.
- 01:24:358 (3) - This hits nothing. It doesn't really match up with the upcoming patterns either this way.
- 01:32:743 (3) - This whole pattern is a little wonky looking, but at least move this to 186 192 to make it a little better.
- 00:08:127 (4,5,1) - effectively you want the 5->1 to be a bigger jump than 4->5 because of the powerful cymbals that play. Consider moving the (4,5) closer to each other. Consider even making (3,4,5) similar in DS and then have the (5,1) be a big jump.
- 00:15:666 (1) - really not a fan of this 1/4. There isn't anything strong instrumental or vocal wise to justify it. A better option imo would be to convert it to a single circle and then have a nice jump into 00:15:820 (2) - .. even if it's the same amount as 00:15:204 (3,4) -
- 00:31:512 (4) - A 1/2 slider would fit nicely here from the held vocals and the guitar strum at 00:31:666 -
- 00:36:281 (3,1,2) - a bit too close to the other notes imo. Try moving all of these to around 241 325 or even a bit further if you prefer.
- 00:55:358 (1,2,1,2,1,2) - For how challenging this difficulty is meant to be. This is pretty underwhelming to play. Try placing the 00:55:512 (2) - where 00:56:281 (1,2) - is. Move the 00:55:820 (1) - to where the 00:56:281 (1,2) - is. Leave the 00:55:973 (2) - and finally place the 00:56:281 (1) - where the 00:55:973 (2) - is and move the final 00:56:435 (2) - to where the 00:55:358 (1) - is. This will make the (1,2) be a jump, and have the (2,1)'s remain stationary.
- 01:17:050 (5,6,1) - strong notes compared to the previous ones. Imo the bigger jumps should be here. If not, then at least make it even with the previous ones at 2.3DS
- 01:22:435 (1,2,3,4) - The claps on (2,4) are really forced. remove them? The other diffs you probably copied from use streams here so the claps don't really work well with 1/2 gap circles.
- 01:31:820 (2,3) - honestly, just a triple here since the tail end of (3) doesn't have any drum hits.
- 00:10:666 (2) - 00:14:973 (2) - 00:15:281 (6) - These are infact overmapped with no sounds to support them and the map honestly plays better without them.
- 00:21:358 (3) - should be 1/4 not 1/6 because of the hihat
- 00:20:281 (1,2,1) - I feel like the vocals should be the cause of movement here, not the drum kicks. The jump feels out of place that's all with the vocal mindset.
- 00:36:743 (1) - Slider has some dominance on the tail. Perhaps use two circles here? Even if they're close together, it'll play good. Try placing the new circle on 00:37:512 (1) - or something!
- 00:41:666 (1) - same as above.
- 00:58:589 (3) - NC for the SV change. It's noticable from 0.8 to 0.5 and otherwise looks like a 1/2 slider.