Hello 6th, O/
My part of M4M.
[General]
Snap previev point
There is a lot of potential for HSs.
BG unrankable btw, because of 18+ content (or 16 idk) check "arousing" bg
[Extra]
00:00:083 (1) - try finish on head, it souds much better for 1st sound imo. It applies to all diffs i guess...
00:02:116 (5) - unsnaped slider
00:05:506 (1) - You could continue circle's visible structure of the sliders like
http://puu.sh/tIopw.jpg 00:05:506 (1,2,3,4) - and then make a wave
http://puu.sh/tIoDM.jpg it's just a variant of the structure of this pattern. Looks more neat for me so i dicede to suggest.
00:12:116 - honestly, making this beat clickable is really questionable. It's not strong enough like 00:11:438 (3,4,5,1,2,3,4) - ,and 00:13:218 - this one, You made as slider end. It looks more strange with your decision to avoid weak beats on a small white ticks like 00:11:269 - 00:11:608 - . I suggest to make a slider instead of 00:11:947 (5,6) - It will make a structure more easier to read and get 00:12:116 (6) - beat
00:22:794 (5,6,1) - about this section, here it better matches the rhythm because of vocal identity.
00:15:760 (4,5) - better blanket could be
00:19:065 (1,3,4,5,6) - ^
00:18:557 (1,2,3) - more neat include slider end in circle( 00:18:557 (1,2,3) - same ds beetwen them all)
00:26:354 (3,5,1) - Same visual ds
http://puu.sh/tIrwT.jpg00:32:625 (1) - whistle for slider?
00:38:049 (1,1) - i dn't get why some woob sliders hsed and other ones no... and why sliders haven't whistles inside?
And why you dont use finishes like 00:57:032 (1) - 01:05:167 (1) - finishes on head
00:53:642 (1,2,3,4,5,6) - potentional good blanket, also it help to avoid 00:53:811 (3,4,2) - this overlap. It's noticeble in gameplay and loooks a bit agly imo.
00:56:693 (7,8) - it feel a bit too spaced imo (ds)
00:58:896 (2) - hs on kick
00:59:066 (3,4,5,6) - they all souds like claps...
01:04:828 (6,1) - blanket?
01:35:676 (9) - Nc? makes a bit easier to read
01:48:218 (3) - unsnaped end
01:53:303 (3,4,1,2) - same ds beetwen 34 and 12
[Another]
There are alot of overlaps which based on different spacing. (smtimes stacked)
00:08:218 (1,2) - 00:10:505 (3,1) - 00:10:591 (1,1) - 00:13:049 (7,8) - 00:30:506 (8,1) - 01:16:015 (1,2) - 01:18:049 (5,6) - 01:21:099 (3,1) - 01:24:913 (4,5) - etc...
It makes a strange feelings and forcing players pay special atention to read them, it's not best idea for insane diff... it's stressfull to play and map feels harder then it is real.
I suggest to keep 2(3) types of overlaps (for slow and fast parts for example) which will be looks similar.(They will have similar "visual spacing")
imo , i just don't see any reason to make different spacing like
00:17:625 (8,1,2) - or 00:10:421 (2,3,1) - or 01:24:913 (4,5,2,3) -
Definitely I do not see your idea...
00:22:794 (4,1,2) - avoid this touching if possible.
00:53:981 (9,1,3) - stack them all?
00:57:032 (1,5) - ^
01:18:557 (8) - move to ~481-237 make slow flow a bit easier 01:18:557 (8,1) - this jumps too big for this part imo
hmm that's it. fun diff.
[Advanced]
00:05:506 (1) - move it left a bit for 00:04:658 (4,6,1) - semetrical spacing
00:42:116 (1,2,3,4) - make square?
00:49:405 (2,3,4) - 1line stream looks much better. You usually do not bend the streams...
01:02:455 (1,2) - blanket pls
01:24:914 (4,5,1) - 4 a bit higher for blanketing 1 bettter
01:49:066 (3) - centralize it to 01:49:235 (4,5) -
01:49:235 (4,5,1,2,3,4,5) - this pattern a bit tilted to the right. dont ctrl H this 01:49:574 (5) - slider. You need new one.
01:49:574 (5,1) - blanket here also off^
00:17:540 (4,5,1) - same spacing pls
[]
continue leter if find smthing,
or don't die