New mapper mod from my queue.
[General]
Hopefully you can understand most of what I’ve said and it will be useful for your future mapping. Best of luck - It seems that you have actually a good understanding of a lot of basic mapping concepts, such as musical structure, flow, consistency, which leads me to say this; you should have asked for a regular mod instead but I’ll try to give you some feedback and advice over a few points.
- Whenever you want to create a mapset you need to think that the difficulty spread of all diffs should be reasonable/logic/consistent all at once or just one of them should be ok. This means that you need to seek how usually you can bridge easy to normal, than normal to hard, etc. I’m telling you this because considering your normal diff, the gap from it to the hard diff is quite big.
“But how can you tell that?”
There’s some objective stuff you can evaluate to understand this.
First point; objects density. While in normal your rhythm 1/1 sliders or even bigger 2/1. In the hard diff you have some sliders that goes for the 1/4 rhythm.
Second point: base slidervelocity skipped from 1,0 to 1,5 and considering you increase by the usage of inherented points this goes even further beyond.
There’s a lot more to say about this but you can definetly seek more information about that from modding/looking other mapsets that explores more of the lower star rating spread. - Also about difficulty spread. Whenever you consider making the easiest difficulty of your mapset, have in mind that it should be what its meant to be, EASY. Whatever you think it should be simplified for an easier gameplay experience without being boring you must go for it. I’m saying this because of the slider velocity changes on the normal.
I’m not against the idea itself but the way you did it
http://puu.sh/s2XHj.png
There’s too many SV changes though the diff and new players can’t do that at first. - Some input about your normal diff;
- My advice about the positioning of objects; always avoid using too much of the center of the playfield. Try to explore it as much as possible https://osu.ppy.sh/ss/6465322
- I could mod stuff like this 02:49:629 (1,2) – “this should be symmetric, etc” but again this is for regular modding. Overall my advice is that you if you’re creating something that is aesthetic good looking make sure to improve it as much as possible to be what you want it to be, a good looking diff. Avoid such inconsistencies.
- This is hugelly more dense than anything else in the map 04:21:936 (1,2,3,4) - /04:25:629 (1,2,3,4) - . There’s a good side of this as well as a bad. A good side is that you have actually mapped to the song creating emphasis on a part of the music that really could use emphatic patterning. The bad side is that you’re spiking the difficulty at a specific point of the map which goes against the guidelines about easy-hard diffs requiring a consistently mapping.
Now this is up to your positioning as the mapper. Are you going to use another idea that fits into what’s being usually done in normal by not spiking the difficulty on that point of the map? Or are you going to actually keep that pattern, even tho it will lead you to have problems in the future in case you try to rank this? Your call mate.