yo i'm here from your request on my queue.
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comments, opinions, advice, etc...
[General]
00:41:235 - can you get rid of this hissing sound on the mp3. it really bothers me and it may bother other players as well during gameplay. either replace the mp3 or find a way to get rid of that hissing sound.[Easy]
00:00:655 (2) -
i highly suggest that you remove the whistle at the end because it ruins the mood and feeling in this part of the song.00:02:419 (2) -
^00:03:742 (3) -
i think a normal hitsound would fit here since IMO, it plays nicely with the guitar in this part of the song during gameplay.00:10:800 (3) -
if you move it to the left, it'll give off a smooth feeling for beginners to follow during gameplay. it should look like this.00:20:063 (3) -
make this slider look like (1) for a symmetric pattern and i feel that it'd be somewhat easier to follow for beginners during gameplay IMO.00:35:501 (3) -
same as 00:03:742, but with the drums on this note.00:39:471 (3) -
same as 00:20:063.00:51:822 (3) -
^01:02:408 (3) -
^, and align it as well like this.01:05:937 (3,4) -
the flow here feels awkward to follow considering the transition from (3,4). i say that you flip (4) and make it look like this so that it'll be smoother to follow for beginners during gameplay.01:07:701 (1) -
remove the finish at the end. it sounds unfitting and i feel that it breaks the flow in this pattern in hitsounds during gameplay.01:16:523 (1) -
remove the NC on this note. it'll be consistent with 01:12:994 (2) - since the phrase in this part is the same.01:20:052 (1) -
^[Normal]
i feel that the AR in this diff feels too slow and not flowy enough, so i highly suggest that you increase the AR to 5 for that smooth flowy sense of rhythm during gameplay.00:00:213 (1) -
same as 00:00:655 about the whistle.00:01:537 (2) -
^00:01:978 (3) -
same as above, but at the end.00:03:081 (5) -
^, but on both ends(beginning and end).00:05:065 (2,3) -
the flow here feels hard to follow and it feels out of reach to the players during gameplay, so for this one, move (3) around so that it'll look like this. the flow would feel a lot smoother to follow for players during gameplay IMO.00:08:594 (2) -
can you do Ctrl+H on this slider? i think doing this would feel somewhat smoother as going right instead of left goes with the flow in this part IMO.00:11:241 (1) -
for a smoother transition from the previous, note this slider down so that the transition is smoother to follow like this.00:13:887 (2) -
move this note down, but stack on the other (2). i feel that the transition would be neater and more fun to play IMO.00:19:181 (2) -
you're forgetting a clap at the end of this slider. add it at the end for consistency with the previous note in hitsounds during gameplay.00:20:063 (3) -
same as above, but this time, it's the whistle at the beginning of this slider.00:21:386 (5) -
same as above, but replace the whistle for a clap for consistency in the hitsounds.00:21:827 (1) -
same as 00:20:063.00:23:150 (3) -
this pattern should be a clap at the beginning, and a whistle at the end for consistency like i said above.00:26:679 (3) -
same as 00:19:181, but just add it for consistency.00:28:002 (5) -
same as 00:21:386.00:30:208 (4) -
^00:35:060 (3) -
because of the drums in this part, i feel that a clap at both ends would be more fitting since it plays similar to the drums in the BGM.00:39:471 (1) -
the drums here is louder than the other (1)'s, so a clap at the end would fit for that purpose.00:50:939 (3) -
i feel that the flow between this note and the previous feels awkward to follow since it's like a sudden right turn for (3), so for this one, move this down, aligning this note to (1) for a smoother transition and to form a triangular pattern in this part during gameplay.01:07:260 (1,2) -
i think a circle and a 1/1 repeat slider would make a lot of sense as it follows the vocals a lot accurate and it's even easier to follow IMO.[Sawa's Hard]
00:07:712 (1) -
why don't you curve this slider so that it'll be consistent with (6,7,8)? i find that this slider breaks the flow in this pattern during gameplay.00:23:040 (3,4) -
align this to (3), and space it out so that it'll be consistent with 00:19:181 (3,4,5,6) - since it's spaced out. i'm suggesting the pattern to be like this so that it'll be consistent and similar to the previous pattern during gameplay.00:28:885 (1) -
you can hear the cymbals at the beginning of this slider, so add a finish at the beginning to go along with it.00:32:413 -
not a big problem, but consider re-snapping this note for consistency with the other timing points.00:46:529 (1) -
consider adding a finish at the beginning because it starts at the kiai and it shows that the kiai begins during gameplay IMO.00:53:586 (8) -
i can hear cymbals here, so add a finish here to go along with it.01:00:644 (1) -
same as 00:46:529.01:07:701 (3) -
same as 00:53:586, but to be consistent with that note if you apply it.[Taiko Oni]
00:04:183 (1,1,1,2,1,1) -
i think kkd kkd should fit here because the d represents the guitar whereas the k's represent the drums. the 2nd k follows the pattern up.00:05:065 (2,1,1,1,1,1,1) -
can you come up with a different pattern because this feels overmapped and random to me. what i'm suggesting is switching from kkd kdd to dkk dkk since i feel that the pattern is close to the BGM.00:08:925 (1) -
delete this note. it feels unfitting to follow during gameplay for me.00:20:945 (2,1,1,1,2) -
since this is an oni, replace this pattern for a dk kdk pattern because dk follows the drums, and for the kdk pattern. the kd is for consistency with the previous pattern, and the third k is for the cymbals in this part.00:24:694 (2) -
delete this note because it doesn't fit with the drums in this part.00:25:356 (1,1,2) -
delete this 3-plet for a pattern starting at 00:25:135 and ending at 00:25:356. what i'm suggesting is a kdd pattern because the k in this part sounds the most dominant in this part, or you can do a dkk pattern with the same reason, it's up to you.00:26:018 (2,1,2,3,4,1,1) -
remember that dk kdk pattern i mentioned? do the same thing here for the same reasons.00:28:002 (1,1,2,3,4) -
do a kdkkd pattern to follow the drums and cymbals accurately in this part.00:31:642 -
the drums are still going here, so add a d to go along with it. if not, then you can make this a dkd pattern for better accuracy IMO.00:32:413 (2,1,1,2,3,4,1,1,1) -
this should be fixed because this 9-plet is overmapped. it doesn't follow anything in the music, so to make it more readable to the music, do a K k K pattern since they follow the BGM accurately IMO.00:35:942 (3,1,1,2,3,4,1,1,1) -
here as well. this 9-plet here is overmapped and it doesn't follow anything in the music. do the same K k K pattern for consistency with the previous suggestion above if you follow it.00:39:471 (1,1,1,2,3,4,1,1,1) -
^00:44:985 (2,3,4,5,1,2,3) -
get rid of this whole phrase because it plays inconsistently with the vocals and it sounds unfitting to follow as well.01:09:907 (1,1,1,1,2,3,4,1,1,2) -
for this one, replace this for a k d k d ddddk pattern to follow the drums accurately during gameplay in this part of the song.01:25:124 -
there's drums here, so add a dd pattern because the volume of the drums sounds similar to the drums in the BGM.[Insane]
00:00:213 (1,2,3,4,5,6,7) -
same as 00:00:655 about the whistles.00:02:639 (4,5) -
i think that moving it like this flows a lot smoother for players during gameplay IMO.00:08:153 (4,5,6) -
i can see a possible jump pattern in this, so i suggest doing this or you can do this. either will work since it looks fun to follow during gameplay. 00:25:246 -
i can hear drums here, so consider adding a circle here to follow the drums. note that if you do this, then you have to stack the previous and the next note together for that smooth feeling to this part of the song during gameplay.00:44:103 (1) -
this needs to be sped up again because right now, the slowdown ruins the whole mood of this part of the song due to the vocals.01:14:318 (4) -
replace this for a 1/2 slider, or add a circle at the next 1/2 because i can feel the sudden halt and i'm sure other players can feel it as well during gameplay.01:17:846 (6) -
^01:20:934 (4,5,6) -
the placement on (5,6) look really awkward to follow because it's not aligned properly. it'll flow a lot better if it's aligned on the end of this slider during gameplay IMO.i was gonna star this, but after looking at the insane and taiko diff, it needs more work on rhythm placement and structure. for the insane diff, there are several patterns like i mentioned that can be done better to make it look fun for players IMO. for taiko i would like you to focus on the drums more than the vocals because whenever you play taiko diffs, it plays inconsistently and it doesn't flow properly when you follow the vocals. stick to the BGM and drums because it'll play a lot better during gameplay. anyways GL and don't give up on this map
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