From discord o/
[Failure]
GENERAL THOUGHTS
First of all the slider velocity seems too slow. I would increase it by over 50%, but stopping at 1.4/1.5x probably works better.
You also mapped sone pretty tough streams which leaves the rest of the map feel underwhelming because it is for the most part quite slow and undermapped (painfully so in my opinion).
OD9.4 is very tough especially with these streams. Perhaps consider going down to 9? This map isnt that
insane :p
Consider tick rate 2. There is often a constant 1/2 kick.
OBJECTS
00:12:117 (9,1) - for these parts, with nothing musically happening between the streams a very small distance gap would be more fitting. Maybe even stacked.
00:27:545 (1,2,3,4) - No need to NC spam. also you didnt NC spam 00:36:688 (1,2,3,4) -
00:25:403 (1,2,3) - Jumps should be bigger (around 5x spacing)
00:31:117 (2,3) - This jump is too big. I would reduce to around 2.5x. This is because it is the first jump of the first jump section coming after a very long stream. Players will get the idea; a smaller jump isnt going to make them combo break every time but shows them a new section has arrived.
00:31:403 (4,5) - could be a triple here. It seems like you avoided using streams in the string part, which makes sense, but it could be mapped and it would make these sections less boring 1/2 spam.
00:32:117 (1,2,3) - For this beat the strings halt and the kick comes back in at 1/4 beat speeds. Relating to my earlier comment, a bit of rhythmic diversity in here would go a long way and the song certainly supports it. A 5 note stream rather than just 1/2 will make this better I think. 00:33:831 (5,6) - Same idea here, and im sure you can find the other parts where this happens.
Otherwise your jumps are methodically placed to fit the song. Good job.
00:34:974 (5) - Anti climactic especially after you just used 1/2 for such a long time. The end of a sequence should be impactful so it makes more sense to use circles instead of a slider that ends on the beat.
00:40:260 (2,3) - If you want this part to be this spacing, then you should scale all the spacing in this section ( 00:40:688 (5,6,7) - this is very sluggish for example) to enhance the jumps without making it an awkard change between large jumps and 1x spacing.
00:43:938 (2,3,4) - Considering the OD you picked, i would REALLY reconsider this. A kick slider on the 1/8 will be boring but it wont frustrate players for no reason like 1/8 snapped circles will.
00:46:117 (1) - I would remove the reverse and replace with a 1/2 slider.
00:46:974 (1,2,3,4,5) - See this is the kind of spacing I expected this map to keep going but it is few and far between. It is succeeded by this: 00:48:117 (1,2,3,4) - which is really boring. You do this several times in the map; any other pattern of similar spacing the first bit will be nice.
00:50:403 (1,2,3,4) - In my opinion these sliders shouldn't be this slow (I think they should be faster than the norm even). By using sliders you are already slowing the pace of the map down. The song isn't really slowing down much so neither should this.
00:53:545 (4) - Triple into this and 00:53:831 (1) -
Kiai and flow
This flow reminds me of Fort mapping. This is not a good thing. Im going to triage it but if you are happy with it I dont mind if you ignore this section in the end
01:06:974 (3,4,1) - This is somewhat jarring because it ends up being more of a linear pattern than a curved or angular one. You could ease this a little by rotating clockwise 01:07:545 (1) - so it curves up. My alternative would be to instead rotate the first slider 90 degrees or so clockwise.
01:08:403 (4) - Probably needs rotating 45 clockwise. Or really to anything other than what it is at. Again it is suffering from that linearity that makes it awkward. Look at the line of clickable parts in 01:08:117 (3,4,1) -
01:11:403 (2,3,4,5,6) - Jumps are too acute. Again the sliders end up being too linear when coming out of the jumps. Retaining the jump pattern I moved the long slider to x=504 y=173 and rotated 60 clockwise ( 01:12:117 (6) - ).
01:15:545 (1,2,3) - here and 01:16:403 (4,1) - here. The linear flow through sliders is weakening the flow. If you are always moving in a straight line from slider to slider you end up being forced to not follow the sliderbody if you dont want to get uncomfortable. Try to make the sliderbody a part of the flow. My general rule is to make the first half of a slider indicate the direction of flow while allowing the last half to be a bit more flexible.
01:15:545 (1,2,3,4,1) - In this case for example i used a pattern like this:
01:16:688 (1,3) - almost overlapping.
01:17:545 (4) - would be better flipped vertically
01:19:260 (2,3,4,1) -
Oh and move the circle afterwards (01:20:545 (2) - ) to the right of the new slider position if you make this change.
01:22:403 (1) - Remap to a rhythm like maybe:
Everything after this time is stuff I have already covered above. Go through and check the second half applying the same ideas.
[Failure]
GENERAL THOUGHTS
First of all the slider velocity seems too slow. I would increase it by over 50%, but stopping at 1.4/1.5x probably works better.
You also mapped sone pretty tough streams which leaves the rest of the map feel underwhelming because it is for the most part quite slow and undermapped (painfully so in my opinion).
OD9.4 is very tough especially with these streams. Perhaps consider going down to 9? This map isnt that
insane :p
Consider tick rate 2. There is often a constant 1/2 kick.
OBJECTS
00:12:117 (9,1) - for these parts, with nothing musically happening between the streams a very small distance gap would be more fitting. Maybe even stacked.
00:27:545 (1,2,3,4) - No need to NC spam. also you didnt NC spam 00:36:688 (1,2,3,4) -
00:25:403 (1,2,3) - Jumps should be bigger (around 5x spacing)
00:31:117 (2,3) - This jump is too big. I would reduce to around 2.5x. This is because it is the first jump of the first jump section coming after a very long stream. Players will get the idea; a smaller jump isnt going to make them combo break every time but shows them a new section has arrived.
00:31:403 (4,5) - could be a triple here. It seems like you avoided using streams in the string part, which makes sense, but it could be mapped and it would make these sections less boring 1/2 spam.
00:32:117 (1,2,3) - For this beat the strings halt and the kick comes back in at 1/4 beat speeds. Relating to my earlier comment, a bit of rhythmic diversity in here would go a long way and the song certainly supports it. A 5 note stream rather than just 1/2 will make this better I think. 00:33:831 (5,6) - Same idea here, and im sure you can find the other parts where this happens.
Otherwise your jumps are methodically placed to fit the song. Good job.
00:34:974 (5) - Anti climactic especially after you just used 1/2 for such a long time. The end of a sequence should be impactful so it makes more sense to use circles instead of a slider that ends on the beat.
00:40:260 (2,3) - If you want this part to be this spacing, then you should scale all the spacing in this section ( 00:40:688 (5,6,7) - this is very sluggish for example) to enhance the jumps without making it an awkard change between large jumps and 1x spacing.
00:43:938 (2,3,4) - Considering the OD you picked, i would REALLY reconsider this. A kick slider on the 1/8 will be boring but it wont frustrate players for no reason like 1/8 snapped circles will.
00:46:117 (1) - I would remove the reverse and replace with a 1/2 slider.
00:46:974 (1,2,3,4,5) - See this is the kind of spacing I expected this map to keep going but it is few and far between. It is succeeded by this: 00:48:117 (1,2,3,4) - which is really boring. You do this several times in the map; any other pattern of similar spacing the first bit will be nice.
00:50:403 (1,2,3,4) - In my opinion these sliders shouldn't be this slow (I think they should be faster than the norm even). By using sliders you are already slowing the pace of the map down. The song isn't really slowing down much so neither should this.
00:53:545 (4) - Triple into this and 00:53:831 (1) -
Kiai and flow
This flow reminds me of Fort mapping. This is not a good thing. Im going to triage it but if you are happy with it I dont mind if you ignore this section in the end
01:06:974 (3,4,1) - This is somewhat jarring because it ends up being more of a linear pattern than a curved or angular one. You could ease this a little by rotating clockwise 01:07:545 (1) - so it curves up. My alternative would be to instead rotate the first slider 90 degrees or so clockwise.
01:08:403 (4) - Probably needs rotating 45 clockwise. Or really to anything other than what it is at. Again it is suffering from that linearity that makes it awkward. Look at the line of clickable parts in 01:08:117 (3,4,1) -
01:11:403 (2,3,4,5,6) - Jumps are too acute. Again the sliders end up being too linear when coming out of the jumps. Retaining the jump pattern I moved the long slider to x=504 y=173 and rotated 60 clockwise ( 01:12:117 (6) - ).
01:15:545 (1,2,3) - here and 01:16:403 (4,1) - here. The linear flow through sliders is weakening the flow. If you are always moving in a straight line from slider to slider you end up being forced to not follow the sliderbody if you dont want to get uncomfortable. Try to make the sliderbody a part of the flow. My general rule is to make the first half of a slider indicate the direction of flow while allowing the last half to be a bit more flexible.
01:15:545 (1,2,3,4,1) - In this case for example i used a pattern like this:
SPOILER
http://puu.sh/sCyOt/8b0222bf8b.jpg
01:16:688 (1,3) - almost overlapping.
01:17:545 (4) - would be better flipped vertically
01:19:260 (2,3,4,1) -
SPOILER
I remade this because as it was the 1/2 slider is kind of backwards with how it flows from the last circle into the next slider. This forces the player to stop moving and just hold the sliderhead to optimise play. Less satisfying imo.http://puu.sh/sCyZK/18a3f24be7.jpg
Oh and move the circle afterwards (01:20:545 (2) - ) to the right of the new slider position if you make this change.
01:22:403 (1) - Remap to a rhythm like maybe:
SPOILER
http://puu.sh/sCzf5/a0d08abf08.jpg
Everything after this time is stuff I have already covered above. Go through and check the second half applying the same ideas.