Requested in my Interesting Queue
General
- Did you make the skin elements yourself? It looks very similar to a number of old touhou skins, so if you copied elements from elsewhere, you'd need permission from the original creators in order to include them in your map.
- Evanent's Rain has different shaded combo colours. Is this intentional?
Cup
- 00:49:702 (1,1) - 01:08:833 (3) - 01:22:746 (3) - Try and go for a smoother curve on these long sliders, the sharp angles make it easy to miss droplets, and even break combo since you're using Tick Rate 2
Salad
- 00:06:224 (1,2) - Jump to the red tick here is unexpected, and the movement 00:06:876 (2,3) - is quite close to a dash also. A better place to emphasise with dash would be 00:07:094 (3,1) - for the finish hitsound
- 00:08:615 (2) - This beat is less important than the following white tick, so I'd move the circle to there
- 00:10:354 (2) - Slider passes through the white tick containing a strong sound, try putting a circle and 1/2 repeat slider here instead to better follow the rhythm. Appears a lot later on also such as 00:17:311 (2) -
- 00:14:050 (3,1) - Another strong sound that deserves to be emphasised with dash, also apply to 00:21:876 (1) - 00:27:528 (2,3,1) - 00:55:789 (3,1) - etc.
- 00:22:746 (3,4,5) - Would flow better if these were equally spaced
- 00:25:354 (1) - Consider Ctrl+Hing this so that the new combo gets a direction change for emphasis. Also apply to 00:32:311 (1) - etc.
- 00:38:181 (2,3) - If you intenced dash here, increase this spacing so it's more clear to the player. This can be walked at present without much difficulty, so it feels underemphasised
- 01:09:485 (3,4,1) - Dash parity is confusing here, you have strong spacing to the weak (4) but a standstill pattern for the kiai start at (1) which feels very strange to play
Platter
- 00:05:137 (3,4) - The previous patterns 00:01:659 (2,3) - and 00:03:398 (3,4) - didn't require dash, so having dash here is very unexpected. Suggest decreasing the spacing for consistency
- 00:21:007 (5,6,1) - Hyper should be to (1) and not (6) as that's where the strong cymbal sound is
- 00:23:398 (1) - 00:30:355 (1) - No justification for this hyper on a weak sound, please remove it
- 00:52:746 (3,1) - Why no hyper here when you used them on the weaker 00:49:049 (5,6,1) - ?
- 01:04:267 (2,3) - Remove hyper for consistency with 01:03:398 (7,1) - and because the pitch is decreasing. Also hypers into antiflow are not cool in Platter diffs ):
- 01:06:876 (7,1) - 01:20:789 (7,1) - Missing hypers for pitch emphasis
- 01:18:180 (2,3) - Same as 01:04:267 (2,3) -, also 01:19:050 (4,1) - is additionally hyper into antiflow and should be removed or changed for a more natural flowing pattern
Rain
- 00:02:311 (5,6,1) - etc. - The Platter had only a few 1/2 hypers and now in the Rain you're throwing in 1/4 hyper chains straight away? This is a spread issue, please make the hyper patterns less intense in the opening part of the map, with singular 1/2 and 1/4 patterns
- 00:07:311 (2,3) - Quite an easy jump to miss given the intensity, and the fact that (3,4) are hypers makes this punishing if you mess up. Please reduce this distance a little
- 00:24:920 (3) - 00:31:876 (3) - Make these less horizontal so the hyper chain is more lenient and less easy to miss
- 00:28:398 (5,1) - Missing hyper for cymbal/finish emphasis
- 00:53:072 (8,1) - Could really do with a hyper for pitch emphasis
- 00:55:246 (4,1) - 00:55:680 (4,1) - 00:56:115 (4,1) - I'd have these as hypers considering 00:54:702 (6,1) - has one and is the same strength. Also makes for a nice buildup into the kiai
- 00:59:702 (5,1) - Same as 00:28:398 (5,1) -
- 01:06:550 (4,5) - Kinda tricky 1/4 jump, consider reducing
Evanent's Rain
- 00:06:876 (6,1) - Why no hyper here when it's stronger than 00:06:659 (5,6) - which does have one?]
- 00:14:920 (1) - How about Ctrl+ this to get a hyper for the cymbal/finish sound?
- 00:17:311 (2,3,1) - 00:31:224 (2,3,1) - Would look neater if these were equally spaced imo
- 00:27:420 (3) - Move this right a bit for a better looking curve like you had at 00:13:452 (2,3,4) -
- 00:45:789 (3,1) - Maintaining momentum on this strong normal dash is hard, so it's easy to miss the tail of (1). making this a hyper or making (1) more vertical would help
- 00:49:702 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2,1,2) - This is really cool
- 01:02:746 (1,2,3,4) - 01:16:659 (1,2,3,4) - The size of this wiggle is very unexpected, try reducing the spacing a little here for less of a difficulty spike
- 01:08:615 (2,1) - Missing hyper? Kinda annoying as a normal dash and strong enough to be one
- 01:24:485 - There's a not here you forgot to map xD A hyper on the end would be a nice way to finish the map
Blooming Flowers
Hope this helps, good luck! (:- 00:08:833 (5) - Feels very squashed against the border and breaks flow. Try to move it away from the wall and make it more horizontal
- 00:13:181 (1,2) - Some nice 1/6 sounds you could map in here to make the difficulty more interesting like you did in other areas
- 00:34:703 (3,1,2,3,1,2,1) - Weird jump emphasis here, (1), (3) and (1) are strong but get almost nothing, whereas 00:35:137 (2) - is weak and gets a hyper. Feels very odd to play, please reposition these to provide proper emphasis
- 00:35:789 - 00:49:702 - I like the pattern idea you have here, but it's far too repetitive at present. You can easily reverse some of those linear stream patterns for more variety, and add some jumps in between on patterns like 00:38:399 (3,4,5,6,7) - for the stronger sounds
- 00:51:441 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Same deal here, very repetitive and could use a little spicing up with some direction changes